Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 50 / 1482% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 100 (base 65) |
Dexterity | 33 (base 12) |
Constitution | 71 (base 60) |
Magic | 19 (base 10) |
Willpower | 126 (base 60) |
Cunning | 104 (base 46) |
Resources
Life | 1509/1509 |
Hate | 62/100 |
Psi | 216/216 |
Equilibrium | 45 |
Healing Factor | 0.81308367910634 |
Regeneration | 0.20327091977658 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +129.47441761377% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 186 |
Accuracy | 48 |
Crit Chance | 54% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 95 |
Accuracy | 75 |
Crit Chance | 49% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.125 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 82.56 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Cold | +31% |
Physical | +77% |
Arcane | +25% |
Fire | +42% |
All | +19% |
Offense: Damage Penetration
Lightning | +15% |
Mind | +5% |
Cold | +10% |
Acid | +7% |
Physical | +28% |
Fire | +23% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 77.2 (95%) |
Defense | 46.225577840344 |
Ranged Defense | 46.225577840344 |
Fatigue | 0 |
Physical Save | 73.96875 |
Spell Save | 55.925 |
Mental Save | 69.13125 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 80%( 80%) |
Physical | + 62%( 70%) |
Cold | + 62%( 70%) |
All | + 51%( 70%) |
Mind | + 66%( 70%) |
Lightning | + 61%( 70%) |
Light | + 54%( 70%) |
Temporal | + 54%( 70%) |
Darkness | + 55%( 70%) |
Arcane | + 61%( 70%) |
Fire | + 68%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 75% |
Teleport Resistance | 15% |
Blind Resistance | 50% |
Disarm Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 23% for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 882 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 582 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. Also while Heroism is active, you will only die when reaching -895 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1210% 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 Cunning stat. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Wild Growth |
talent | Gloom |
talent | Surge |
talent | Stalk |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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. They asked about the staff. | 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 |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xerussra the fox. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1079. | 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. You have been shown a secret entrance to his stronghold. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 Spell save: +12 Mental save: +12 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | 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. Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Daim II Daim IICrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Fatigue: -10% Changes stats: +8 Str / +7 Wil / +18 Cun Damage when the wearer is hit: 4 lightning Changes resistances: +6% fire / +3% cold / +3% acid / +6% light Changes resistances penetration: +15% lightning / +5% mind Maximum encumbrance: +40 Hate when firing a critical mind attack: +3.00 Mindpower: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 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. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +9 Changes resistances: +9% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
In main hand | Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Mana Clash (25% chance level 1). Damage when this weapon hits: +50 manaburn When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: -10% physical / +10% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Around waist | Cyroyath the Squalorwhisper Cyroyath the SqualorwhisperCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Lck Damage when the wearer hits(melee): 4 nature Changes resistances: +3% nature / +6% temporal Changes resistances penetration: +18% physical / +15% nature Changes damage: +17% physical Trap disarming bonus: +30 Stealth bonus: +14 Mindpower: +12 Infravision radius: +3 A belt that goes around your waist. |
In off hand | Cametorek (17.5-19.25 power, 40 apr, nature damage) Cametorek (17.5-19.25 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. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Changes stats: +1 Wil Damage when the wearer is hit: 16 blight / 10 fire Changes resistances: +9% fire Changes resistances penetration: +10% physical / +18% fire / +10% cold / +7% acid Changes damage: +15% physical / +6% arcane / +23% fire / +12% cold / +15% acid Physical save: +8 Spell save: +9 Mental save: +10 Equilibrium when hit: +2.10 Maximum mana: +40.00 Spellpower: +2 Mindpower: +5 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. |
Cloak | El'shaisse (7 def, 0 armour) El'shaisse (7 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +7 Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +9% darkness / +3% nature Changes resistances penetration: +5% fire Physical save: +30 Mental save: +18 Knockback immunity: +5% Teleport immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
duelist's heroism infusion (+12 for 12 turns, die at -666) duelist's heroism infusion (+12 for 12 turns, die at -666)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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 12 turns. Also while Heroism is active, you will only die when reaching -666 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
duelist's insidious poison infusion (32 nature damage, 50% healing reduction) duelist's insidious poison infusion (32 nature damage, 50% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 35.56 nature damage per turns for 7 turns, and reducing the target's healing received by 50%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
duelist's movement infusion (1071% speed; 8 turns) duelist's movement infusion (1071% speed; 8 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1071% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 281)healing infusion (heal 281) 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 281 life. 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. |
psychic's healing infusion (heal 573) psychic's healing infusion (heal 573)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 573 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's healing infusion (heal 527) psychic's healing infusion (heal 527)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 527 life. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's heroism infusion (+24 for 12 turns, die at -1056) psychic's heroism infusion (+24 for 12 turns, die at -1056)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: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. Also while Heroism is active, you will only die when reaching -1056 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's heroism infusion (+24 for 9 turns, die at -629) psychic's heroism infusion (+24 for 9 turns, die at -629)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: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. Also while Heroism is active, you will only die when reaching -629 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's heroism infusion (+25 for 13 turns, die at -643) psychic's heroism infusion (+25 for 13 turns, die at -643)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: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 13 turns. Also while Heroism is active, you will only die when reaching -643 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's movement infusion (1007% speed; 4 turns) psychic's movement infusion (1007% speed; 4 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1007% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's regeneration infusion (heal 684 over 5 turns) psychic's regeneration infusion (heal 684 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's regeneration infusion (heal 872 over 5 turns) psychic's regeneration infusion (heal 872 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 872 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's sun infusion (rad 9; power 175; turns 5; dispells darkness) psychic's sun infusion (rad 9; power 175; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 88). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 175) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's wild infusion (resist 30%; cure physical) psychic's wild infusion (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's heroism infusion (+21 for 9 turns, die at -537) sneak's heroism infusion (+21 for 9 turns, die at -537)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. Also while Heroism is active, you will only die when reaching -537 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
sneak's heroism infusion (+22 for 12 turns, die at -809) sneak's heroism infusion (+22 for 12 turns, die at -809)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: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 12 turns. Also while Heroism is active, you will only die when reaching -809 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
sneak's movement infusion (859% speed; 5 turns) sneak's movement infusion (859% 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 859% 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 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. |
sneak's regeneration infusion (heal 610 over 5 turns) sneak's regeneration infusion (heal 610 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's regeneration infusion (heal 642 over 5 turns) sneak's regeneration infusion (heal 642 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 642 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's heroism infusion (+16 for 12 turns, die at -762) titan's heroism infusion (+16 for 12 turns, die at -762)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. Also while Heroism is active, you will only die when reaching -762 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
titan's movement infusion (1014% speed; 7 turns) titan's movement infusion (1014% speed; 7 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1014% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's movement infusion (1110% speed; 7 turns) titan's movement infusion (1110% speed; 7 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1110% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's regeneration infusion (heal 626 over 5 turns) titan's regeneration infusion (heal 626 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 626 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. |
warrior's healing infusion (heal 634) warrior's healing infusion (heal 634)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 634 life. 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. |
warrior's heroism infusion (+20 for 10 turns, die at -1097) warrior's heroism infusion (+20 for 10 turns, die at -1097)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: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. Also while Heroism is active, you will only die when reaching -1097 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
warrior's movement infusion (1096% speed; 6 turns) warrior's movement infusion (1096% speed; 6 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1096% 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. 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. |
warrior's regeneration infusion (heal 420 over 5 turns) warrior's regeneration infusion (heal 420 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 420 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. |
warrior's wild infusion (resist 25%; cure physical) warrior's wild infusion (resist 25%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 25% for 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. |
wizard's wild infusion (resist 17%; cure magical, physical) wizard's wild infusion (resist 17%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 17% for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (375 lightning damage)lightning rune (375 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: 9.00 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 124.95 to 374.85 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) 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. |
psychic's heat beam rune (663 fire damage) psychic's heat beam rune (663 fire 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: 7.00 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 662.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psychic's shielding rune (absorb 577 for 4 turns) psychic's shielding rune (absorb 577 for 4 turns)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: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 577 damage for 4 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. |
psychic's shielding rune (absorb 833 for 6 turns) psychic's shielding rune (absorb 833 for 6 turns)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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 833 damage for 6 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. |
psychic's shielding rune (absorb 689 for 7 turns) psychic's shielding rune (absorb 689 for 7 turns)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: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 689 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 359 for 8 turns)shielding rune (absorb 359 for 8 turns) 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: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's manasurge rune (1585% regen over 10 turns; 79 instant mana) sneak's manasurge rune (1585% regen over 10 turns; 79 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1585% over 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
sneak's shielding rune (absorb 621 for 6 turns) sneak's shielding rune (absorb 621 for 6 turns)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: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 621 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's controlled phase door rune (range 15) warrior's controlled phase door rune (range 15)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Aerumina AeruminaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Wil Damage when the wearer hits(melee): 4 physical Changes resistances: +6% lightning / +19% light Physical save: +9 Blindness immunity: +31% Stamina when hit: +1.20 Mana when hit: +1.70 Equilibrium when hit: +1.70 Psi when hit: +1.10 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 10), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
Daim I Daim ICrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 Armour penetration: +15 Physical crit. chance: +15.0% Talent mastery: +0.30 Cursed / Predator Critical mult.: +60.00% Maximum encumbrance: +10 Spell save: +9 Stamina each turn: +0.80 Amulets can have magical properties. |
Lavawend the voratun amulet Lavawend the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 8 fire Changes resistances: +17% fire / +10% cold Changes damage: +9% fire Talent mastery: +0.15 Cursed / Cursed form Blindness immunity: +38% Infravision radius: +3 See invisible: +10 Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +5 Changes resistances: +5% all Changes damage: +20% all Spell crit. chance: +10% Mental crit. chance: +10% Amulets can have magical properties. |
Nokath NokathInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% acid / +12% temporal / +9% fire Spell save: +6 Amulets can have magical properties. |
Shimmersin the voratun amulet Shimmersin the voratun amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Cun Damage when the wearer is hit: 8 lightning Changes resistances: +15% lightning Changes resistances penetration: +5% nature Talent mastery: +0.40 Cursed / Predator Physical save: +9 Spell save: +14 Mental save: +23 Confusion immunity: +14% Mindpower: +13 Amulets can have magical properties. |
Velavena the Sparkmaim Velavena the SparkmaimInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +8 Cun / +8 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 4 acid Changes resistances: +30% lightning Changes damage: +15% acid Talent mastery: +0.40 Cursed / Gloom Stun/Freeze immunity: +40% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
Yvelle YvelleInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes damage: +18% physical Healing mod.: +25% Amulets can have magical properties. |
anchoring gold amulet of strength (+4) anchoring gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +16% temporal Knockback immunity: +29% Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +21% Amulets can have magical properties. |
clarifying stralite amulet of the fish clarifying stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +17% mind / +26% cold Allows you to breathe in: water Confusion immunity: +27% Amulets can have magical properties. |
cleansing steel amulet of constitution (+3) cleansing steel amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% blight Disease immunity: +25% Amulets can have magical properties. |
cleansing voratun amulet of dexterity (+7) cleansing voratun amulet of dexterity (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex Changes resistances: +27% blight Disease immunity: +34% Amulets can have magical properties. |
cleansing voratun amulet of strength (+5) cleansing voratun amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str Changes resistances: +18% blight Disease immunity: +44% Amulets can have magical properties. |
enraging voratun amulet of murder enraging voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +8 Changes damage: +7% physical Critical mult.: +15.00% Combat speed: +10% Amulets can have magical properties. |
gold amulet of constitution (+5) gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Amulets can have magical properties. |
grounding gold amulet of mastery (0.23 Cursed / Strife) grounding gold amulet of mastery (0.23 Cursed / Strife)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% lightning Talent mastery: +0.23 Cursed / Strife Stun/Freeze immunity: +26% Amulets can have magical properties. |
grounding gold amulet of vision grounding gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% lightning Blindness immunity: +25% Stun/Freeze immunity: +22% Infravision radius: +2 See invisible: +7 Amulets can have magical properties. |
grounding steel amulet of dexterity (+4) grounding steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +17% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
grounding stralite amulet of constitution (+6) grounding stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +17% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
insulating gold amulet insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% fire / +14% cold Amulets can have magical properties. |
purifying voratun amulet of dexterity (+7) purifying voratun amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex Changes resistances: +21% nature Poison immunity: +41% Amulets can have magical properties. |
shielding stralite amulet shielding stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% light Blindness immunity: +24% Amulets can have magical properties. |
shielding stralite amulet of willpower (+6) shielding stralite amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +18% light Blindness immunity: +31% Amulets can have magical properties. |
steel amulet of cunning (+2) steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
steel amulet of dexterity (+4) steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. |
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold Allows you to breathe in: water Amulets can have magical properties. |
voratun amulet of willpower (+9) voratun amulet of willpower (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 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: 10.00 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 63.36 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. |
Zerileg ZerilegInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +15% blight Blindness immunity: +30% Rings can have magical properties. |
gladiator's stralite ring of sensing gladiator's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +8 Str / +7 Con Blindness immunity: +31% See stealth: +16 See invisible: +17 Rings can have magical properties. |
marksman's voratun ring of nature (+32%) marksman's voratun ring of nature (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Changes resistances: +32% nature Changes damage: +16% nature Rings can have magical properties. |
psionicist's stralite ring of mental power psionicist's stralite ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 Mindpower: +9 Rings can have magical properties. |
rogue's copper ring of pilfering rogue's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +9 Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
savage's stralite ring of corrosion (+36%) savage's stralite ring of corrosion (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +36% acid Changes damage: +18% acid Spell save: +11 Maximum stamina: +26.00 Rings can have magical properties. |
solipsist's voratun ring of misery solipsist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +12 Cun / +7 Wil Hate when firing a critical mind attack: +2.00 Mindpower: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of perseverance stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
titan's steel ring of the mind (+11%) titan's steel ring of the mind (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's gold ring of mental power warrior's gold ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Mindpower: +7 Rings can have magical properties. |
warrior's voratun ring of perseverance warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Stun/Freeze immunity: +33% Life regen: +3.50 Rings can have magical properties. |
wizard's stralite ring of perseverance wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Mag Spell save: +18 Stun/Freeze immunity: +44% Life regen: +2.90 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 23 power out of 40/40) : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 46 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +6% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger (38.5-50.05 power, 9 apr)plaguebringer's voratun dagger (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +13 blight When wielded/worn: Disease immunity: +22% Sharp, short and deadly. |
quick dwarven-steel dagger of ruin (19-24.7 power, 7 apr) quick dwarven-steel dagger of ruin (19-24.7 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 90% When wielded/worn: Accuracy: +6 Armour penetration: +8 Physical crit. chance: +7.0% Changes stats: +3 Dex Critical mult.: +11.00% Sharp, short and deadly. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. 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 Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. icy voratun greatsword of erosion (64-102.4 power, 4 apr)icy voratun greatsword of erosion (64-102.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +24 nature / +24 ice / +24 temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword (59-94.4 power, 4 apr)voratun greatsword (59-94.4 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Armour Penetration: +12 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +5 Dex / +4 Wil Damage when the wearer hits(ranged): 30 light Changes damage: +12% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of coldmighty dragonbone longbow of cold Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +18 cold When wielded/worn: Physical power: +12 Changes stats: +6 Str Changes damage: +22% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. swiftstrike dragonbone longbow of natureswiftstrike dragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Attack speed: 70% Firing range: +10 Travel speed: +200% Damage when this weapon hits(ranged): +27 nature When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +15% nature Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
voratun longsword 'Blindwing' (56-78.4 power, 6 apr) voratun longsword 'Blindwing' (56-78.4 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +18 mind / +4 manaburn When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 Changes resistances: +5% arcane / +9% cold / +6% darkness / +3% light It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
voratun longsword 'Falymarand' (41-57.4 power, 6 apr) voratun longsword 'Falymarand' (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +6% blight Changes resistances penetration: +10% mind / +12% darkness Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mindpower: +19 Sharp, long, and deadly. |
Searrock (38.5-53.9 power, 5 apr) Searrock (38.5-53.9 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +11 Armour penetration: +13 Physical crit. chance: +21.0% Physical power: +12 Defense: +13 Changes stats: +3 Str Damage when the wearer hits(melee): 2 fire Changes resistances penetration: +10% fire Changes damage: +24% fire Critical mult.: +18.00% Infravision radius: +1 Blunt and deadly. |
Skytickler (56.5-79.1 power, 6 apr) Skytickler (56.5-79.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +11 Changes stats: +4 Str / +5 Cun / +4 Wil Damage when the wearer hits(melee): 6 lightning Changes damage: +10% physical / +3% lightning / +3% light Stamina when hit: +1.40 Mindpower: +10 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of rage (47-65.8 power, 6 apr)acidic voratun mace of rage (47-65.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +10 acid When wielded/worn: Accuracy: +15 Changes stats: +6 Str Changes damage: +14% physical Stamina when hit: +1.70 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. psychic's voratun mace (47-65.8 power, 6 apr)psychic's voratun mace (47-65.8 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +7 Wil Mindpower: +15 Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes damage: +8% physical / +8% fire / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +9 Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 18 power out of 24/24) : Effective talent level: 4.0 Power cost: 18 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 23 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Olendil (17.5-19.25 power, 40 apr, nature damage) Olendil (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 mind When wielded/worn: Changes stats: +5 Dex / +2 Con Changes resistances penetration: +25% mind Grants telepathy: Dragon Allows you to breathe in: water Equilibrium when hit: +0.16 Mindpower: +5 Mental crit. chance: +5% Light radius: +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. |
Oozing Heart (17-18.7 power, 25 apr, slime damage) Oozing Heart (17-18.7 power, 25 apr, slime damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Slime Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 Mindpower: +12 Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: 10.00 Travel Speed: 800% of base Description: Spit slime at your target doing 75.58 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, sticky liquid. Magic seems to die around it. |
This item will automatically be transmogrified when you leave the level. resonating living mindstar (16-17.6 power, 40 apr, nature damage)resonating living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% mind Changes resistances penetration: +10% mind Changes damage: +10% mind Psi when hit: +2.10 Mindpower: +5 Mental crit. chance: +5% Damage Resonance (when hit): +25% It can be used to completes a psionic powered mindstar set, placing all other charms into a 18 cooldown. 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. |
wrathful living mindstar of life (15-16.5 power, 40 apr, mind damage) wrathful living mindstar of life (15-16.5 power, 40 apr, mind 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. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Life regen: +1.10 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +34.00 Mindpower: +5 Mental crit. chance: +13% 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. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 Spellpower: +30 Spell crit. chance: +15% The top part of Telos's broken staff. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, fire damage)shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, fire damage) 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: 100% Mag Damage type: Fire Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +62.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical + bleeding Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun waraxe of crippling (41.5-58.1 power, 6 apr)blazebringer's voratun waraxe of crippling (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 50% fire When wielded/worn: Physical crit. chance: +15.0% Changes resistances penetration: +15% fire Global speed: +6% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. icy voratun waraxe of ruin (39.5-55.3 power, 6 apr)icy voratun waraxe of ruin (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +15 ice When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Critical mult.: +20.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun waraxe of torment (39.5-55.3 power, 6 apr)slime-covered voratun waraxe of torment (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +20 slime When wielded/worn: Changes resistances penetration: +15% mind / +15% darkness One-handed war axes. |
Camukan CamukanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Damage when the wearer is hit: 20 physical Critical mult.: +25.00% A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 36 power out of 40/40) : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 44% chance to completely evade them for 17 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
grounding hardened leather belt of resilience grounding hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +7% temporal Maximum life: +37.00 A belt that goes around your waist. |
hardened leather belt 'Iverin' hardened leather belt 'Iverin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 arcane Changes resistances: +6% fire / +7% cold Critical mult.: +10.00% Mental save: +7 Maximum life: +33.00 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 80 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Lightslice (2 def, 0 armour) Lightslice (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Dex / +2 Con Changes resistances: +20% light Grants telepathy: Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Blazeparry' (3 def, 0 armour) elven-silk cloak 'Blazeparry' (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +4 Wil Changes resistances: +9% fire / +3% lightning / +6% acid / +3% nature / +9% blight / +3% light Changes resistances penetration: +17% darkness / +10% light Changes damage: +24% darkness / +3% light Stealth bonus: +20 Physical save: +15 Mental crit. chance: +6% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of resilience (3 def, 13 armour) thick elven-silk cloak of resilience (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 Changes resistances: +20% cold Maximum life: +41.00 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. spellwoven elven-silk robe of blight (+16%) (5 def, 0 armour)spellwoven elven-silk robe of blight (+16%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +16% blight Changes damage: +16% blight Spellpower: +6 Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimurim the pair of voratun boots (8 def, 5 armour) Daimurim the pair of voratun boots (8 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +9 Armour: +5 Defense: +8 Ranged Defense: +8 Fatigue: +4% Physical save: +6 Cut immunity: +5% Silence immunity: +15% Stun/Freeze immunity: +5% Life regen: +0.60 Maximum stamina: +10.00 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots (0 def, 5 armour)blood-soaked pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots (0 def, 5 armour)invigorating pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum life: +52.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of drakeskin leather boots of phasing (0 def, 5 armour)scholar's pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag / +4 Wil Spellpower: +6 It can be used to blink to a nearby random location, placing all other charms into a 23 cooldown. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +6 Mag Physical save: +15 Spell save: +8 Mental save: +15 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
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. 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% 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. This item has been sent to the Item's Vault. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 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: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 112.00 and knocking it back. 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. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of war-making (0 def, 9 armour)heroic voratun gauntlets of war-making (0 def, 9 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +9 Critical mult.: +40.00% Mental save: +13 Maximum life: +80.00 Spell crit. chance: +20% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. naturalist's drakeskin leather gloves of the juggernaut (0 def, 3 armour)naturalist's drakeskin leather gloves of the juggernaut (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Damage when the wearer hits(melee): 15 nature Changes resistances: +10% nature Changes damage: +10% nature Physical save: +10 Spell save: +10 Mental save: +9 It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid See invisible: +15 This jeweled crown shimmers with colors. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of earthrunes (3 def, 6 armour)augmenting elven-silk wizard hat of earthrunes (3 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Changes stats: +6 Con Changes damage: +10% arcane / +10% fire / +9% cold / +9% lightning / +9% acid It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 2.0 Power cost: 72 out of 80/80. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 71.50 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm of the depths (6 def, 10 armour) defender's dwarven-steel helm of the depths (6 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 Fatigue: +4% Allows you to breathe in: water Physical save: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm of constitution (+3) (0 def, 5 armour)thaloren voratun helm of constitution (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con / +3 Wil Mental save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm of fortune (0 def, 5 armour)thaloren voratun helm of fortune (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +10 Lck / +3 Wil Mental save: +9 Spell crit. chance: +5% Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather cap of might (0 def, 5 armour)warlord's drakeskin leather cap of might (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +17 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Wil / +4 Con Physical save: +14 A cap made of leather. |
Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 17.46 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. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 % chance to cause a gloom effect Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.6 Power cost: 14 out of 25/25. Range: 2.50 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 21 Armour, 30 Defense and your attacks will gain 50% 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. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of implacability (9 def, 36 armour)hardened voratun plate armour of implacability (9 def, 36 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 Fatigue: +18% Changes resistances: +12% physical / +13% fire / +13% cold / +13% lightning / +13% acid Physical save: +15 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, 26 armour)radiant voratun plate armour of implacability (9 def, 26 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: +26 Defense: +9 Fatigue: +16% Changes stats: +5 Wil Damage when the wearer is hit: 13 light Changes resistances: +30% darkness / +30% blight Physical save: +11 Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of the deep (9 def, 22 armour)spiked voratun plate armour of the deep (9 def, 22 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: +22 Defense: +9 Fatigue: +26% Damage when the wearer is hit: 18 physical Changes resistances: +15% acid / +15% cold Allows you to breathe in: water A suit of armour made of metal plates. |
voratun plate armour 'Dairakalthokan' (9 def, 26 armour) voratun plate armour 'Dairakalthokan' (9 def, 26 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: +26 Defense: +9 Fatigue: +17% Changes stats: +10 Wil Damage when the wearer is hit: 16 temporal / 24 light Changes resistances: +3% mind / +53% blight / +58% darkness Changes resistances penetration: +10% temporal Changes damage: +3% mind / +3% temporal Physical save: +12 Light radius: +4 A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 240 block) Blightstopper (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when the wearer is hit: 15 nature Changes resistances: +0% arcane / +15% nature / +35% blight Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Poison immunity: +0% Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Summertide (17 def, 5 armour, 260 block) Summertide (17 def, 5 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
This item will automatically be transmogrified when you leave the level. shocking voratun shield of resilience (12 def, 3 armour, 201 block)shocking voratun shield of resilience (12 def, 3 armour, 201 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer is hit: 18 lightning Talent granted: +5 Block Maximum life: +100.00 Handheld deflection devices |
Void Quiver (0/0, 45-63 power, 10 apr) Void Quiver (0/0, 45-63 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Void Armour Penetration: +10 Physical crit. chance: +3.0% Capacity: 0 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
193 alchemist agate 193 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are 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. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 5.59 cold damage and 7.55 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. void-walker's dwarven lantern of focusvoid-walker's dwarven lantern of focus Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes damage: +15% mind Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% Effect duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 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. |
17 bloodstone 17 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% Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 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% 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% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 23 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
This item will automatically be transmogrified when you leave the level. elemental pouch of voratun shots (22/22, 56.5-67.8 power, 6 apr)elemental pouch of voratun shots (22/22, 56.5-67.8 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 Special effect when this weapon hits: random elemental effect Damage conversion: 25% fire / 21% cold / 18% lightning / 25% acid Shots are used with slings to pummel your foes to death. |
Brenikaltholeg of charged psionic shield [power 51] (18 cooldown) Brenikaltholeg of charged psionic shield [power 51] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +11% It can be used to setup a psionic shield, reducing all lightning and blight damage by 51 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Phlegmvalor of thermal psionic shield [power 115] (18 cooldown) Phlegmvalor of thermal psionic shield [power 115] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +10 Damage when the wearer hits(melee): 10 nature Maximum encumbrance: +80 Healing mod.: +25% It can be used to setup a psionic shield, reducing all fire and cold damage by 115 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Radhymas of psychoportation [power 29] (27 cooldown) Radhymas of psychoportation [power 29] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Critical mult.: +25.00% Spellpower: +12 Defense after a teleport: +20 It can be used to teleport randomly (rad 29), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 37] (27 cooldown) dwarven-steel torque of psychoportation [power 37] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of psychoportation [power 54] (27 cooldown) hateful voratun torque of psychoportation [power 54] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 54), placing all other charms into a 27 cooldown. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 237] (6 cooldown) stralite torque of mindblast [power 237] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a beam (dam 118-237), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield [power 125] (18 cooldown) voratun torque of thermal psionic shield [power 125] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire and cold damage by 125 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of mindblast [power 269] (6 cooldown) warded stralite torque of mindblast [power 269] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +3 mind / +4 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a beam (dam 134-269), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Charborn of healing [power 200] (32 cooldown) Charborn of healing [power 200] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 10 fire Changes resistances: +15% mind Changes resistances penetration: +25% fire Changes damage: +12% fire It can be used to heals the target for 200, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
Eramas of thorny skin [power 69] (18 cooldown) Eramas of thorny skin [power 69] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +12 Damage when the wearer hits(melee): 10 mind Spell save: +15 Disease immunity: +25% Cut immunity: +35% It can be used to hardens the skin for 6 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +20% This small tree shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure poisons [power 4] (18 cooldown) dragonbone totem of cure poisons [power 4] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to removes up to 4 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. rushing dragonbone totem of cure poisons [power 4] (18 cooldown)rushing dragonbone totem of cure poisons [power 4] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws It can be used to removes up to 4 poisons from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 72] (18 cooldown) tentacled dragonbone totem of thorny skin [power 72] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 72 and armour hardiness by 70%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed yew totem of cure illness [power 3] (18 cooldown) webbed yew totem of cure illness [power 3] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Lay Web It can be used to removes up to 3 diseases from the target, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 void Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spell save: +15 Spellpower: +3 It can be used to release a burst of void energy, costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
11 diamond 11 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 Gems can be sold for money or used in arcane rituals. |
15 moonstone 15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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 Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
9 amber 9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Jyllääjä the Thalore Cursed level 29
17th Regrowth 123rd year of Ascendancy at 08:23 see stats
By Jyllääjä the Thalore Cursed level 21
51st Haze 122nd year of Ascendancy at 22:43 see stats
By Jyllääjä the Thalore Cursed level 29
14th Regrowth 123rd year of Ascendancy at 23:01 see stats
By Jyllääjä the Thalore Cursed level 18
30th Haze 122nd year of Ascendancy at 15:15 see stats
By Jyllääjä the Thalore Cursed level 33
40th Regrowth 123rd year of Ascendancy at 15:05 see stats
By Jyllääjä the Thalore Cursed level 48
10th Decay 123rd year of Ascendancy at 00:04 see stats
By Jyllääjä the Thalore Cursed level 42
18th Dusk 123rd year of Ascendancy at 23:49 see stats
By Jyllääjä the Thalore Cursed level 32
37th Regrowth 123rd year of Ascendancy at 07:12 see stats
By Jyllääjä the Thalore Cursed level 29
30th Regrowth 123rd year of Ascendancy at 11:09 see stats
By Jyllääjä the Thalore Cursed level 8
1st Dusk 122nd year of Ascendancy at 14:28 see stats
By Jyllääjä the Thalore Cursed level 50
47th Regrowth 124th year of Ascendancy at 21:11 see stats
By Jyllääjä the Thalore Cursed level 34
61st Regrowth 123rd year of Ascendancy at 17:01 see stats
By Jyllääjä the Thalore Cursed level 30
33rd Regrowth 123rd year of Ascendancy at 18:16 see stats
By Jyllääjä the Thalore Cursed level 36
41st Pyre 123rd year of Ascendancy at 04:55 see stats
By Jyllääjä the Thalore Cursed level 50
63rd Regrowth 124th year of Ascendancy at 13:56 see stats
By Jyllääjä the Thalore Cursed level 18
30th Haze 122nd year of Ascendancy at 14:51 see stats
By Jyllääjä the Thalore Cursed level 23
76th Haze 122nd year of Ascendancy at 01:23 see stats
By Jyllääjä the Thalore Cursed level 41
14th Dusk 123rd year of Ascendancy at 22:34 see stats
By Jyllääjä the Thalore Cursed level 34
61st Regrowth 123rd year of Ascendancy at 19:34 see stats
By Jyllääjä the Thalore Cursed level 50
49th Regrowth 124th year of Ascendancy at 03:29 see stats
By Jyllääjä the Thalore Cursed level 44
2nd Haze 123rd year of Ascendancy at 19:43 see stats
By Jyllääjä the Thalore Cursed level 21
51st Haze 122nd year of Ascendancy at 22:22 see stats
By Jyllääjä the Thalore Cursed level 49
10th Decay 123rd year of Ascendancy at 12:27 see stats
By Jyllääjä the Thalore Cursed level 10
14th Dusk 122nd year of Ascendancy at 17:07 see stats
By Jyllääjä the Thalore Cursed level 20
42nd Haze 122nd year of Ascendancy at 21:31 see stats
By Jyllääjä the Thalore Cursed level 30
30th Regrowth 123rd year of Ascendancy at 11:09 see stats
By Jyllääjä the Thalore Cursed level 40
3rd Flare 123rd year of Ascendancy at 09:55 see stats
By Jyllääjä the Thalore Cursed level 50
5th Regrowth 124th year of Ascendancy at 11:38 see stats
By Jyllääjä the Thalore Cursed level 50
6th Regrowth 124th year of Ascendancy at 04:32 see stats
By Jyllääjä the Thalore Cursed level 50
23rd Regrowth 124th year of Ascendancy at 00:36 see stats
By Jyllääjä the Thalore Cursed level 50
6th Regrowth 124th year of Ascendancy at 02:13 see stats
By Jyllääjä the Thalore Cursed level 50
63rd Regrowth 124th year of Ascendancy at 13:55 see stats
By Jyllääjä the Thalore Cursed level 45
18th Haze 123rd year of Ascendancy at 07:19 see stats
By Jyllääjä the Thalore Cursed level 17
67th Dusk 122nd year of Ascendancy at 10:05 see stats
By Jyllääjä the Thalore Cursed level 36
20th Pyre 123rd year of Ascendancy at 08:21 see stats
By Jyllääjä the Thalore Cursed level 24
4th Decay 122nd year of Ascendancy at 20:38 see stats
By Jyllääjä the Thalore Cursed level 31
34th Regrowth 123rd year of Ascendancy at 01:43 see stats
By Jyllääjä the Thalore Cursed level 9
7th Dusk 122nd year of Ascendancy at 02:18 see stats
By Jyllääjä the Thalore Cursed level 21
51st Haze 122nd year of Ascendancy at 22:43 see stats
By Jyllääjä the Thalore Cursed level 41
9th Dusk 123rd year of Ascendancy at 10:32 see stats
By Jyllääjä the Thalore Cursed level 15
54th Dusk 122nd year of Ascendancy at 02:41 see stats
By Jyllääjä the Thalore Cursed level 36
28th Pyre 123rd year of Ascendancy at 20:05 see stats
By Jyllääjä the Thalore Cursed level 18
24th Haze 122nd year of Ascendancy at 10:55 see stats
By Jyllääjä the Thalore Cursed level 30
33rd Regrowth 123rd year of Ascendancy at 11:02 see stats
By Jyllääjä the Thalore Cursed level 17
16th Haze 122nd year of Ascendancy at 01:03 see stats
By Jyllääjä the Thalore Cursed level 28
14th Regrowth 123rd year of Ascendancy at 15:38 see stats
Log
Today is the 63rd Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 16:10.