Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Marauder |
Level / Exp | 50 / 5513% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 119 (base 60) |
Dexterity | 97 (base 58) |
Constitution | 50 (base 16) |
Magic | 41 (base 16) |
Willpower | 35 (base 7) |
Cunning | 90 (base 60) |
Resources
Life | 49/1174 |
Stamina | 38/304 |
Psi | 106/164 |
Healing Factor | 1.3090478440213 |
Regeneration | 24.464345138434 |
Speed
Mental | +90.24358164822% |
Attack | 0% |
Movement | +1000% |
Spell | 0% |
Global | +161.5% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 23 |
See Invisible | 28 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 224 |
Accuracy | 94 |
Crit Chance | 110% |
APR | 132 |
Speed | 0.53 |
Offense: Offhand
Damage | 123 |
Accuracy | 94 |
Crit Chance | 113% |
APR | 135 |
Speed | 0.47 |
Offense: Spell
Spellpower | 53.333333333333 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 62.625 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Mind | +35% |
Acid | +38% |
Darkness | +42% |
Physical | +89% |
Blight | +23% |
Arcane | +11% |
Fire | +22% |
All | +8% |
Offense: Damage Penetration
Arcane | +20% |
Physical | +83% |
Fire | +25% |
All | +15% |
Defense: Base
Armour (hardiness) | -93.962195046183 (93.461538461538%) |
Defense | 84.91105539543 |
Ranged Defense | 85.31105539543 |
Fatigue | 11 |
Physical Save | 65.2875 |
Spell Save | 18.6 |
Mental Save | 54.583333333333 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 40%( 70%) |
Physical | + 30%( 70%) |
Cold | + 35%( 70%) |
All | + 15%( 70%) |
Mind | + 62%( 70%) |
Lightning | + 50%( 70%) |
Light | + 25%( 70%) |
Temporal | + 56%( 70%) |
Darkness | + 70%( 70%) |
Arcane | + 26%( 70%) |
Fire | + 29%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 67% |
Knockback Resistance | 50% |
Stun Resistance | 100% |
Disarm Resistance | 0% |
Blind Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 42% for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 764 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 20 for 11 turns. Also while Heroism is active, you will only die when reaching -1067 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1386% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1196% 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 Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 0.90 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Deadly Poison |
talent | Momentum |
talent | Numbing Poison |
talent | Precision |
beneficial effect | The target's strength is increased by 2 by the thrill of combat. Bloodrage |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 10.58, and stamina regeneration by 2.12. Bloodbath |
beneficial effect | You have an arcane eye observing for you in a radius of 9. Arcane Eye |
beneficial effect | The target's combat attack and crit chance are improved by 50 and 25%, respectively. Perfect control |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 11%. Recovery |
beneficial effect | The target is unstoppable! It refuses to die, and at the end it will heal 219 Life. Unstoppable |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 47% feedback damage from all damage done. Empathic Hex |
beneficial effect | The target's defense is increased by 36. Defensive Maneuver |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's combat attack is improved by 119. Attack |
beneficial effect | 62% chance to score a secondary blow. Greater Weapon Focus |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target has been splashed with acid, taking 176.10 acid damage per turn, reducing armour by 158 and attack by 137. Acid Splash |
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! |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | Increases global action speed by 62%. Speed |
beneficial effect | The target has 38% chance to evade melee attacks and gains 59 defense. Evasion |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Lisolratha the skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2434. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 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 within3 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | pair of voratun boots 'Zubelrakira' (20 def, 5 armour) =phys pen 25= pair of voratun boots 'Zubelrakira' (20 def, 5 armour) =phys pen 25=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +5 Defense: +20 Fatigue: +4% Changes stats: +4 Con / +6 Wil Changes resistances: +6% nature / +12% darkness / +6% temporal Changes resistances penetration: +25% physical Blindness immunity: +15% Stun/Freeze immunity: +10% Mana each turn: +0.16 Maximum mana: +20.00 Mindpower: +9 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 43 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Flametreason =primary light= Flametreason =primary light=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +1 Str Damage when the wearer hits(melee): 20 dreamforge Damage when the wearer is hit: 30 dreamforge Changes resistances: +8% arcane / +8% fire / +10% mind Changes resistances penetration: +10% fire / +15% all Allows you to breathe in: water Mental save: +15 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Light radius: +6 See stealth: +23 See invisible: +28 Heals friendly targets nearby when you use a nature summon: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Mayorialdatira the elven-silk wizard hat (3 def, 0 armour) =phys dam 20 stam reg 0.6= Mayorialdatira the elven-silk wizard hat (3 def, 0 armour) =phys dam 20 stam reg 0.6=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +3 Changes stats: +7 Str Changes resistances: +18% physical / +20% darkness / +45% mind Changes damage: +20% physical / +27% mind / +16% darkness Physical save: +14 Mental save: +16 Stamina each turn: +0.60 Maximum hate: +12.00 Maximum psi: +29.00 Mindpower: +18 Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
On hands | Gloves 3 (0 def, 3 armour) =armor pen= Gloves 3 (0 def, 3 armour) =armor pen=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +43 Armour penetration: +10 Armour: +3 Changes stats: +5 Str / +15 Dex / +10 Cun Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 8 fire Changes resistances: +15% lightning Changes damage: +21% acid Talent cooldown: Double Strike (-1 turn) Physical save: +25 Mental save: +10 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +45 Armour Penetration: +25 Physical crit. chance: +36.0% Attack speed: 70% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 1) on hit: +8 fire It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | voratun pickaxe 'Isedhema' (dig speed 2 turns) =crit mult 25= voratun pickaxe 'Isedhema' (dig speed 2 turns) =crit mult 25=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 Armour penetration: +7 Physical power: +9 Changes stats: +5 Str / +1 Wil / +4 Cun / +1 Con Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +25.00% Maximum life: +40.00 Maximum stamina: +26.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Issohir the voratun ring =Mule 55= Issohir the voratun ring =Mule 55=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 Fatigue: -9% Changes stats: +10 Str / +4 Dex / +9 Con Changes damage: +6% all Maximum encumbrance: +55 Spellpower: +12 Mindpower: +18 Healing mod.: +20% Rings can have magical properties. |
On fingers | voratun ring 'Scorchquill' =16 arp= voratun ring 'Scorchquill' =16 arp=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +16 Physical crit. chance: +1.0% Defense: +35 Ranged Defense: +2 Changes stats: +2 Str / +1 Dex / +10 Cun / +6 Con Damage when the wearer is hit: 8 fire Changes resistances: +3% acid Spell save: +17 Stun/Freeze immunity: +10% Maximum stamina: +39.00 Resist all after a teleport: +6% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Ce'Neyatta =primary amulet= Ce'Neyatta =primary amulet=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +3 Con Damage when the wearer hits(melee): 10 physical Changes resistances: +30% temporal Changes damage: +19% physical / +14% fire / +15% blight Critical mult.: +20.00% Physical save: +9 Pinning immunity: +50% Knockback immunity: +50% Spellpower: +15 Combat speed: +10% Amulets can have magical properties. |
In main hand | Rhadil (56-78.4 power, 6 apr) =primary weapon= Rhadil (56-78.4 power, 6 apr) =primary weapon=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +14 Damage when the wearer is hit: 8 mind Changes resistances: +9% acid / +3% darkness / +9% temporal Changes resistances penetration: +13% physical Changes damage: +15% physical Grants telepathy: Dragon Maximum psi: +10.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 One-handed war axes. |
Around waist | Fogrebel the drakeskin leather belt =ravager, mon, reinforced= Fogrebel the drakeskin leather belt =ravager, mon, reinforced=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 Armour: +15 Defense: +9 Changes stats: +6 Str / +6 Con Damage when the wearer hits(melee): 6 darkness / 2 arcane Changes resistances: +6% darkness Changes resistances penetration: +18% physical / +5% arcane Changes damage: +19% physical / +3% arcane / +9% darkness Physical save: +30 Size category: +1 A belt that goes around your waist. |
In off hand | Nightsmasher (39-50.7 power, 9 apr) =quick shearing= Nightsmasher (39-50.7 power, 9 apr) =quick shearing=Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 90% Damage when this weapon hits: +16 nature / +14 temporal Burst (radius 1) on hit: +8 darkness When wielded/worn: Accuracy: +12 Armour penetration: +8 Changes stats: +6 Dex Changes resistances: +9% fire / +12% light Changes resistances penetration: +12% physical Changes damage: +9% darkness / +8% physical Sharp, short and deadly. |
Cloak | Boltmalice (3 def, 13 armour) =battlemaster= Boltmalice (3 def, 13 armour) =battlemaster=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Wil / +5 Con Damage when the wearer hits(melee): 4 arcane / 4 temporal Changes resistances: +5% arcane / +24% cold / +6% lightning / +3% temporal Talent mastery: +0.40 Technique / Combat training Spell save: -29 Stamina each turn: +0.80 Mana each turn: -0.55 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant voratun mail armour of thunder (5 def, 10 armour) radiant voratun mail armour of thunder (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +19 Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +10 Str / +10 Mag / +13 Wil Damage when the wearer is hit: 11 light Changes resistances: +30% blight / +20% lightning / +30% darkness Spellpower: +25 Spell crit. chance: +10% Mindpower: +25 Mental crit. chance: +10% Light radius: +2 A suit of armour made of mail. |
Inventory
heroism infusion of the sneak (+19 for 11 turns, die at -984) heroism infusion of the sneak (+19 for 11 turns, die at -984)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: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. Also while Heroism is active, you will only die when reaching -984 life. However, when below 0 you cannot see how much life you have left. 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. |
heroism infusion of the sneak (+20 for 11 turns, die at -638) heroism infusion of the sneak (+20 for 11 turns, die at -638)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: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. Also while Heroism is active, you will only die when reaching -638 life. However, when below 0 you cannot see how much life you have left. 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. |
insidious poison infusion of the warrior (79 nature damage, 42% healing reduction) insidious poison infusion of the warrior (79 nature damage, 42% 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: 4.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 78.69 nature damage per turns for 7 turns, and reducing the target's healing received by 42%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (950% speed; 9 turns)movement infusion (950% speed; 9 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 950% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1195% speed; 7 turns) movement infusion of the sneak (1195% 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 1195% 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 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. |
movement infusion of the wizard (1200% speed; 9 turns) movement infusion of the wizard (1200% speed; 9 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 1200% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion (heal 462 over 5 turns) regeneration infusion (heal 462 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 462 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 560 over 5 turns) regeneration infusion of the wizard (heal 560 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 560 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 7; power 130; turns 3; dispells darkness) sun infusion of the sneak (rad 7; power 130; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 65). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 130) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure mental, magical) wild infusion (resist 16%; cure mental, magical)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 mental, magical effects and reduce all damage taken by 16% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 22%; cure physical) wild infusion of the warrior (resist 22%; 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 22% for 6 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. |
acid wave rune of the sneak (563 acid damage; power 31; dur 3) acid wave rune of the sneak (563 acid damage; power 31; dur 3)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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 563.04 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 31 for 3 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. |
controlled phase door rune of the duelist (range 15) controlled phase door rune of the duelist (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: 10 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 Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 12) controlled phase door rune of the psychic (range 12)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
frozen spear rune of the duelist (502 cold damage) frozen spear rune of the duelist (502 cold 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: 7.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 501.77 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (376 fire damage) heat beam rune (376 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: 9.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 375.76 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (514 fire damage) heat beam rune of the warrior (514 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: 7.0 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 513.86 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 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. |
invisibility rune of the sneak (power 17 for 9 turns) invisibility rune of the sneak (power 17 for 9 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 17) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune (410 lightning damage) lightning rune (410 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 136.80 to 410.40 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. |
lightning rune of the titan (494 lightning damage) lightning rune of the titan (494 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: 7.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 164.52 to 493.56 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1977% regen over 10 turns; 99 instant mana) manasurge rune of the duelist (1977% regen over 10 turns; 99 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 1977% over 10 turns and instantly restoring 99 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 20; power 61; dur 6) phase door rune of the warrior (range 20; power 61; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 61%, your defense is increased by 61 and all your resistances by 61%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 732 for 7 turns) shielding rune of the sneak (absorb 732 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 732 damage for 7 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. |
shielding rune of the warrior (absorb 684 for 5 turns) shielding rune of the warrior (absorb 684 for 5 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 684 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 152) teleportation rune of the sneak (range 152)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 152 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 171) teleportation rune of the warrior (range 171)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the psychic (radius 16; dur 20; see undead) vision rune of the psychic (radius 16; dur 20; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 25) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. 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. |
Blackspawn the gold amulet =confusion 32= Blackspawn the gold amulet =confusion 32=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 6 darkness Changes resistances: +20% mind Changes damage: +3% mind Confusion immunity: +32% Equilibrium when hit: +0.16 Psi when hit: +0.08 Psi when firing a critical mind attack: +2.00 Amulets can have magical properties. |
Chamuneg =0.18 survival= Chamuneg =0.18 survival=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% blight / +6% cold / +3% light Changes resistances penetration: +15% acid Talent mastery: +0.18 Cunning / Survival Amulets can have magical properties. |
Dagothad the Stokerain =combat vet 0.4 blight res= Dagothad the Stokerain =combat vet 0.4 blight res=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +6% darkness / +21% blight Talent mastery: +0.40 Technique / Combat veteran Spell save: +3 Pinning immunity: +5% Defense after a teleport: +5 New effects duration reduction after a teleport: +30% Amulets can have magical properties. |
Drigalar =dirty fighting 0.31= Drigalar =dirty fighting 0.31=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 Armour: +6 Defense: +15 Ranged Defense: +6 Fatigue: -7% Changes stats: +8 Dex / +7 Cun / +9 Con / +17 Lck Changes resistances: +6% acid Talent mastery: +0.31 Cunning / Dirty fighting Physical save: +9 Life regen: +1.20 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Earurig the gold amulet =teleport= Earurig the gold amulet =teleport=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +4.0% Damage when the wearer is hit: 8 acid Changes resistances: +3% acid Changes resistances penetration: +10% temporal Changes damage: +3% temporal Critical mult.: +14.00% Physical save: +11 Spell save: +15 Mental save: +18 Teleport immunity: +50% It can be used to teleports your randomly (rad 30), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gilugorn the Filthblow =nature pen 15 waterbreath= Gilugorn the Filthblow =nature pen 15 waterbreath=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Cun / +2 Str Damage when the wearer is hit: 8 blight Changes resistances penetration: +10% mind / +15% nature Changes damage: +10% mind / +3% blight / +3% darkness Allows you to breathe in: water Stamina when hit: +2.20 Mana when hit: +3.80 Equilibrium when hit: +2.00 Psi when hit: +1.40 Hate when hit: +0.20 It can be used to forces nearby enemies to attack you (rad 15), placing all other charms into a 9 cooldown. Amulets can have magical properties. |
Goragrim the Duskkiss =heal= Goragrim the Duskkiss =heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +20% mind / +5% darkness Changes damage: +9% darkness / +9% mind Cut immunity: +60% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 252 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Limmir's Amulet of the Moon =26 all damage= Limmir's Amulet of the Moon =26 all damage=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes damage: +26% all Spell crit. chance: +13% Mental crit. chance: +13% Amulets can have magical properties. |
Limmir's Amulet of the Moon =120 stun immunity= Limmir's Amulet of the Moon =120 stun immunity=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Stun/Freeze immunity: +120% Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Thundermoon =warmakers= Thundermoon =warmakers=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +26 Fatigue: -2% Changes stats: +10 Str / +10 Dex / +10 Wil Changes resistances: +12% lightning Psi when firing a critical mind attack: +2.00 Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 33 power out of 60/60) : Effective talent level: 2.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +80% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 No force can hope to silence the wearer of this amulet. |
gold amulet 'Flashbreak' =saves= gold amulet 'Flashbreak' =saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 temporal Damage when the wearer is hit: 8 temporal Changes resistances penetration: +5% temporal Changes damage: +3% temporal / +3% fire Physical save: +17 Spell save: +19 Mental save: +18 Amulets can have magical properties. |
serendipitous gold amulet of mastery (0.28 Technique / Combat techniques) serendipitous gold amulet of mastery (0.28 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Defense: +11 Changes stats: +10 Lck Talent mastery: +0.28 Technique / Combat techniques Amulets can have magical properties. |
serendipitous stralite amulet of vision =blind 34= serendipitous stralite amulet of vision =blind 34=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 Defense: +17 Changes stats: +17 Lck Blindness immunity: +34% Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
vitalizing voratun amulet vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +19 Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
wanderer's gold amulet of mastery (0.18 Cunning / Poisons) wanderer's gold amulet of mastery (0.18 Cunning / Poisons)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +5 Con Talent mastery: +0.18 Cunning / Poisons Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
Armoharagorn the Earthvalor =disarm 24 phys pen 9= Armoharagorn the Earthvalor =disarm 24 phys pen 9=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Damage when the wearer hits(melee): 2 nature / 4 arcane Changes resistances penetration: +9% physical Spell save: +3 Disarm immunity: +27% Pinning immunity: +30% Knockback immunity: +23% Mana each turn: +0.08 Maximum life: +35.00 Mindpower: +8 New effects duration reduction after a teleport: +10% It can be used to activate talent Greater Weapon Focus, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 60% chance to deal another, similar, blow for 10 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
Belora =phys dam 21 acc 26= Belora =phys dam 21 acc 26=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +9 Dex Changes resistances: +9% fire Changes damage: +21% physical Physical save: +9 Life regen: +0.20 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Cleansegash =cun 20 light res 12= Cleansegash =cun 20 light res 12=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Defense: +40 Changes stats: +10 Dex / +20 Cun / +6 Con Damage when the wearer hits(melee): 6 nature Changes resistances: +3% fire / +6% lightning / +9% acid / +6% darkness / +12% light Spell save: +20 Maximum stamina: +31.00 Rings can have magical properties. |
Cuthiduhek the stralite ring =mule 86 stam 0.4= Cuthiduhek the stralite ring =mule 86 stam 0.4=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +2 Fatigue: -13% Changes stats: +1 Dex Changes resistances: +9% mind Changes damage: +9% arcane Maximum encumbrance: +86 Stamina each turn: +0.40 Rings can have magical properties. |
Eilinuba the gold ring =confuse 38= Eilinuba the gold ring =confuse 38=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 10 blight Changes resistances: +2% physical / +6% blight Spell save: +3 Mental save: +17 Blindness immunity: +10% Confusion immunity: +38% Vim when firing critical spell: +1.00 Spellpower: +2 Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emelaba =fatigue -20= Emelaba =fatigue -20=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -20% Changes stats: +1 Cun Damage when the wearer hits(melee): 4 physical Maximum encumbrance: +32 Maximum hate: +4.00 Mindpower: +8 Rings can have magical properties. |
Greenquill the gold ring =move speed 17= Greenquill the gold ring =move speed 17=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour: +6 Defense: +10 Damage when the wearer is hit: 4 nature Changes resistances: +5% arcane Movement speed: +17% It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
Ivann the voratun ring =armor 36= Ivann the voratun ring =armor 36=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Armour: +36 Changes stats: +18 Str / +6 Wil / +7 Cun / +9 Con Damage when the wearer is hit: 12 blight Changes resistances penetration: +5% arcane / +15% blight Spellpower: +2 Spell crit. chance: +2% Mindpower: +14 New effects duration reduction after a teleport: +30% Rings can have magical properties. |
Lightjeer =disarm 41= Lightjeer =disarm 41=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +4 Wil Changes resistances: +3% blight / +6% temporal Changes resistances penetration: +5% light Blindness immunity: +10% Poison immunity: +5% Disarm immunity: +41% Pinning immunity: +38% Knockback immunity: +47% Maximum life: +50.00 Rings can have magical properties. |
Lisikira the Scorchbreeze =arp 17= Lisikira the Scorchbreeze =arp 17=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +17 Defense: +17 Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 12 acid / 16 fire Changes resistances: +9% acid / +18% temporal Changes resistances penetration: +10% fire Changes damage: +6% fire / +15% acid It can be used to activate talent Disengage, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 39 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Velakira the Barkreign =stun 50= Velakira the Barkreign =stun 50=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Dex / +1 Cun / +2 Con Damage when the wearer is hit: 4 nature Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Stun/Freeze immunity: +50% Life regen: +4.50 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] 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 Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 171.40 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. |
conjurer's gold ring of sensing =mag 6 blind 32= conjurer's gold ring of sensing =mag 6 blind 32=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Blindness immunity: +32% Spellpower: +8 See stealth: +11 See invisible: +14 Rings can have magical properties. |
conjurer's stralite ring of power =mag 8 spellpower 22= conjurer's stralite ring of power =mag 8 spellpower 22=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +8 Mag / +8 Wil Spellpower: +22 Mindpower: +10 Rings can have magical properties. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +20% fire / +30% cold / +30% lightning / +27% acid Spellpower: +15 Rings can have magical properties. |
gladiator's stralite ring of perseverance =stun 43= gladiator's stralite ring of perseverance =stun 43=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes stats: +6 Str / +8 Con Stun/Freeze immunity: +43% Life regen: +2.40 Rings can have magical properties. |
gold ring of speed =movespeed 19= gold ring of speed =movespeed 19=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 Defense: +11 Movement speed: +19% It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
marksman's stralite ring of tenacity =disarm 38= marksman's stralite ring of tenacity =disarm 38=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Disarm immunity: +38% Pinning immunity: +28% Knockback immunity: +35% Maximum life: +29.00 Rings can have magical properties. |
marksman's voratun ring of life =heal mod 26= marksman's voratun ring of life =heal mod 26=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 Changes stats: +9 Dex Life regen: +2.00 Maximum life: +100.00 Healing mod.: +26% Rings can have magical properties. |
psionicist's voratun ring of lightning (+38%) psionicist's voratun ring of lightning (+38%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +38% lightning Changes damage: +19% lightning Mental save: +20 Rings can have magical properties. |
savage's voratun ring of power savage's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +6 Con Spell save: +20 Maximum stamina: +40.00 Spellpower: +15 Mindpower: +13 Rings can have magical properties. |
sneakthief's stralite ring of misery =15 cunning= sneakthief's stralite ring of misery =15 cunning=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Changes stats: +15 Cun / +8 Dex Damage when the wearer hits(melee): 18 gloom / 36 bleed Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
sneakthief's voratun ring of blinding strikes sneakthief's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Changes stats: +10 Cun / +10 Dex Damage when the wearer hits(melee): 15 physical / 15 lightning / 15 blinding Damage when the wearer is hit: 13 physical / 15 lightning / 12 blinding Rings can have magical properties. |
sneakthief's voratun ring of sensing =blind 47= sneakthief's voratun ring of sensing =blind 47=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Changes stats: +7 Cun / +10 Dex Blindness immunity: +47% See stealth: +15 See invisible: +25 Rings can have magical properties. |
solipsist's voratun ring of perseverance =stun 35= solipsist's voratun ring of perseverance =stun 35=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Stun/Freeze immunity: +35% Life regen: +3.30 Mindpower: +12 Rings can have magical properties. |
steel ring 'Betivea' =telepathy confuse 29= steel ring 'Betivea' =telepathy confuse 29=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +15 Confusion immunity: +29% Psi when firing a critical mind attack: +1.00 Psi per kill: +2.00 Rings can have magical properties. |
stralite ring of arcana(+0.34/turn) stralite ring of arcana(+0.34/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Silence immunity: +44% Mana each turn: +0.34 Rings can have magical properties. |
titan's stralite ring of focus =phys pen 9= titan's stralite ring of focus =phys pen 9=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances penetration: +9% physical Physical save: +18 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 60% chance to deal another, similar, blow for 10 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
treant's stralite ring of pilfering =disease 22 arp 15= treant's stralite ring of pilfering =disease 22 arp 15=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +15 Defense: +14 Changes resistances: +13% nature Physical save: +16 Poison immunity: +21% Disease immunity: +22% It can be used to activate talent Disengage, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
wizard's voratun ring of misery =mag 10= wizard's voratun ring of misery =mag 10=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Cun / +10 Mag Damage when the wearer hits(melee): 20 gloom / 40 bleed Spell save: +20 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
Eksatin's Ultimatum (60-90 power, 25 apr) Eksatin's Ultimatum (60-90 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% Special effect when this weapon crits: decapitate a weakened target When wielded/worn: Critical mult.: +25.00% It can be used to activate talent Perfect Strike (costing 17 power out of 30/30) : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. This gore stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 233.78 fire damage, and flames will be left dealing a further 54.55 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 90% Damage when this weapon hits: +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 Changes damage: +5% temporal Spell save: +10 Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Hellswild the voratun dagger (38.5-50.05 power, 9 apr) =crit chance 36= Hellswild the voratun dagger (38.5-50.05 power, 9 apr) =crit chance 36=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Burst (radius 2) on crit: +4 fire / +4 acid Damage conversion: 40% fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +36.0% Physical power: +24 Damage when the wearer is hit: 4 darkness / 12 acid Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +9% fire Critical mult.: +16.00% Sharp, short and deadly. |
Kinetic Spike (38-49.4 power, 40 apr) =phys pen 30= Kinetic Spike (38-49.4 power, 40 apr) =phys pen 30=Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Oozeflash the voratun dagger (39.5-51.35 power, 9 apr) =disarm 22 carry 40= Oozeflash the voratun dagger (39.5-51.35 power, 9 apr) =disarm 22 carry 40=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage against: +5% Animal When wielded/worn: Accuracy: +6 Armour penetration: +2 Physical power: +11 Changes stats: +9 Con Changes resistances: +3% blight Changes resistances penetration: +10% nature / +12% physical Maximum encumbrance: +40 Disarm immunity: +22% Sharp, short and deadly. |
Porodhena (38.5-50.05 power, 9 apr) =double quick= Porodhena (38.5-50.05 power, 9 apr) =double quick=Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 80% When wielded/worn: Accuracy: +24 Changes stats: +2 Str / +10 Dex / +6 Wil / +7 Cun Damage when the wearer hits(melee): 4 mind Changes resistances: +12% darkness Critical mult.: +10.00% Silence immunity: +10% Confusion immunity: +15% Psi when hit: +0.08 Mindpower: +12 Mental crit. chance: +2% Infravision radius: +1 Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 15% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 164.49 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced steel dagger of purging (10.5-13.65 power, 6 apr) balanced steel dagger of purging (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +7 nature When wielded/worn: Accuracy: +5 Defense: +4 Sharp, short and deadly. |
blazebringer's stralite dagger of nature (26.5-34.45 power, 9 apr) =all res 8 global spd 4= blazebringer's stralite dagger of nature (26.5-34.45 power, 9 apr) =all res 8 global spd 4=Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 36% nature / 28% fire When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +11% nature / +10% fire Global speed: +4% Sharp, short and deadly. |
plaguebringer's stralite dagger of shearing (30-39 power, 9 apr) =disease 24= plaguebringer's stralite dagger of shearing (30-39 power, 9 apr) =disease 24=Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +14 blight When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% physical Changes damage: +8% physical Disease immunity: +24% Sharp, short and deadly. |
psychic's voratun dagger of disruption (38.5-50.05 power, 9 apr) psychic's voratun dagger of disruption (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic 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 Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +22% Undead / +24% Construct When wielded/worn: Changes stats: +4 Cun / +6 Wil Mindpower: +12 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun greatmaul of nature (64-96 power, 4 apr)quick voratun greatmaul of nature (64-96 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 90% Damage conversion: 60% nature When wielded/worn: Accuracy: +18 Changes stats: +8 Dex Changes resistances: +12% all Changes resistances penetration: +18% nature Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Woestrike the voratun greatsword (63.5-101.6 power, 4 apr)Woestrike the voratun greatsword (63.5-101.6 power, 4 apr) Requires: - Strength 48 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: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 90% Burst (radius 2) on crit: +4 darkness / +16 physical Damage against: +15% Giant When wielded/worn: Accuracy: +18 Changes stats: +11 Dex Damage when the wearer is hit: 4 physical Changes resistances: +3% darkness / +6% acid Changes resistances penetration: +20% darkness Changes damage: +12% physical Physical save: +6 Life regen: +0.40 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of nature (60-96 power, 4 apr)quick voratun greatsword of nature (60-96 power, 4 apr) Requires: - Strength 48 Infused by nature 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 Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 90% Damage conversion: 60% nature When wielded/worn: Accuracy: +17 Changes stats: +9 Dex Changes resistances: +9% all Changes resistances penetration: +17% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of naturedragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +24 nature When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +15% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of naturedragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +30 nature When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +15% nature Longbows are used to shoot arrows at your foes. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Light Talents cooldown: Healing Light (-2 turns) Barrier (-2 turns) Providence (-4 turns) Sun Flare (-2 turns) Spellpower: +10 Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, costing 19 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Everpyre Blade (38-53.2 power, 4 apr) Everpyre Blade (38-53.2 power, 4 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 299.61 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Wintertide (45-63 power, 10 apr) Wintertide (45-63 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 It can be used to generate a burst of ice, costing 5 power out of 18/18. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Camorochik (57.5-80.5 power, 6 apr) =shield pen 50= Camorochik (57.5-80.5 power, 6 apr) =shield pen 50=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Changes stats: +7 Str / +10 Wil / +7 Cun Damage when the wearer is hit: 16 arcane / 20 acid Changes damage: +15% physical Mana each turn: +0.08 Stamina when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +7% Mindpower: +15 Damage Shield penetration: +50% Blunt and deadly. |
Fograge the voratun mace (45.5-63.7 power, 6 apr) =45 accuracy= Fograge the voratun mace (45.5-63.7 power, 6 apr) =45 accuracy=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 80% When wielded/worn: Accuracy: +45 Changes stats: +7 Str / +11 Dex Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 4 mind Changes resistances: +15% cold / +15% lightning / +3% blight / +9% light Changes damage: +15% physical Stamina when hit: +2.30 Blunt and deadly. |
Ureslak's Flaming Femur (52-72.8 power, 5 apr) Ureslak's Flaming Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Fire burn Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to shimer to a different hue and gain powers When wielded/worn: Changes resistances: +45% fire Changes resistances penetration: +30% fire Changes damage: +30% fire Global speed: +30% A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun mace of crippling (44-61.6 power, 6 apr)thought-forged voratun mace of crippling (44-61.6 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +20 mind Damage conversion: 44% mind When wielded/worn: Physical crit. chance: +14.0% Changes stats: +7 Wil Blunt and deadly. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% It can be used to activate talent Bloom Heal (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 14 power out of 16/25) : Effective talent level: 3.0 Power cost: 14 out of 16/25. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 354.39 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc 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 108 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." |
Crystal Shard (16-19.2 power, 4 apr, arcane damage) Crystal Shard (16-19.2 power, 4 apr, arcane damage)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 Spell crit. chance: +4% It can be used to create living shards of crystal, costing 25 power out of 26/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. Emelywyn (30-36 power, 6 apr, cold damage)Emelywyn (30-36 power, 6 apr, cold damage) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +15.0% Damage when the wearer is hit: 8 temporal Changes resistances: +3% temporal Changes damage: +12% blight / +30% cold Talent granted: +1 Command Staff Critical mult.: +27.00% Spell save: +18 Disarm immunity: +15% Stun/Freeze immunity: +10% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +41 Spell crit. chance: +5% It can be used to project damage in a cone from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Galewedge (41-49.2 power, 6 apr, lightning damage) =ward 4= Galewedge (41-49.2 power, 6 apr, lightning damage) =ward 4=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 10% arcane When wielded/worn: Accuracy: +14 Physical crit. chance: +9.0% Physical power: +10 Armour: +10 Defense: +11 Damage when the wearer hits(melee): 6 lightning / 18 silence Damage when the wearer is hit: 12 lightning Changes resistances: +5% arcane Maximum wards: +3 lightning Changes damage: +30% lightning / +6% arcane Talents granted: +4 Ward +1 Command Staff Critical mult.: +16.00% Spellpower: +33 Spell crit. chance: +23% It can be used to project damage in a circle from the staff, placing all other charms into a 6 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff of greater warding (41-49.2 power, 6 apr, darkness damage)magelord's dragonbone starstaff of greater warding (41-49.2 power, 6 apr, darkness 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: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Defense: +12 Damage when the wearer hits(melee): 39 arcane Maximum wards: +3 darkness Changes damage: +41% darkness Talents granted: +5 Ward +1 Command Staff Maximum mana: +120.00 Spellpower: +24 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. psychic's voratun waraxe of rage (38.5-53.9 power, 6 apr)psychic's voratun waraxe of rage (38.5-53.9 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 Changes stats: +7 Str / +7 Wil / +5 Cun Changes damage: +15% physical Stamina when hit: +2.50 Mindpower: +15 One-handed war axes. |
Earelethad the drakeskin leather belt =carrying= Earelethad the drakeskin leather belt =carrying=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 Fatigue: -4% Changes stats: +11 Dex / +11 Cun / +8 Lck Damage when the wearer is hit: 8 physical Changes resistances penetration: +10% physical Changes damage: +9% temporal Critical mult.: +15.00% Trap disarming bonus: +25 Stealth bonus: +9 Maximum encumbrance: +50 Life regen: +0.40 Mental crit. chance: +14% Infravision radius: +5 A belt that goes around your waist. |
Girdle of the Calm Waters =heal mod 30= Girdle of the Calm Waters =heal mod 30=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Salorethra =blind 50 poison 15= Salorethra =blind 50 poison 15=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +2 Armour: +15 Defense: +14 Changes resistances: +23% fire / +18% cold / +10% lightning / +16% acid Physical save: +18 Blindness immunity: +50% Poison immunity: +15% Pinning immunity: +5% Teleport immunity: +10% A belt that goes around your waist. |
Suntrial =poison 25= Suntrial =poison 25=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +6 Changes stats: +5 Cun / +6 Dex Changes resistances: +12% lightning / +12% fire Changes resistances penetration: +5% mind Poison immunity: +25% Silence immunity: +15% Confusion immunity: +15% Mental crit. chance: +15% Defense after a teleport: +5 A belt that goes around your waist. |
drakeskin leather belt 'Iviyana' =bal ravagers= drakeskin leather belt 'Iviyana' =bal ravagers=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +5 Dex / +6 Cun / +9 Lck Changes resistances: +12% cold Changes resistances penetration: +14% physical Changes damage: +23% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Trap disarming bonus: +28 Stealth bonus: +14 Spell save: +15 Hate per kill: +3.00 Infravision radius: +5 Life regen bonus (wilder-summons): +4.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of unlife =unlife= spiritwalker's rough leather belt of unlife =unlife=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight Mana each turn: +0.14 Maximum mana: +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Boltsting the elven-silk cloak (3 def, 0 armour)Boltsting the elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +4 Con Damage when the wearer is hit: 32 lightning / 8 temporal Changes resistances: +21% temporal Changes damage: +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzleterror the elven-silk cloak (3 def, 0 armour) =crit mult 40 blight pen= Dazzleterror the elven-silk cloak (3 def, 0 armour) =crit mult 40 blight pen=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +15 Defense: +3 Changes stats: +4 Mag / +10 Wil / +6 Cun Damage when the wearer hits(melee): 8 blight Damage when the wearer is hit: 8 light Changes resistances: +6% nature / +9% blight / +3% light Changes resistances penetration: +15% blight Changes damage: +6% light Critical mult.: +40.00% Stealth bonus: +15 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) =phase door= Serpentine Cloak (10 def, 0 armour) =phase door=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Wrap of Stone (0 def, 10 armour) =stone wall= Wrap of Stone (0 def, 10 armour) =stone wall=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 27 power out of 32/50) : Effective talent level: 1.0 Power cost: 27 out of 32/50. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 172.72 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
battlemaster's elven-silk cloak of fog (13 def, 0 armour) =light resist 20= battlemaster's elven-silk cloak of fog (13 def, 0 armour) =light resist 20=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Changes stats: +6 Str / +6 Dex / +5 Con Changes resistances: +25% fire / +20% light Talent mastery: +0.40 Technique / Combat training Stealth bonus: +15 Spell save: -27 Stamina each turn: +1.50 Mana each turn: -0.37 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =damage smearing= Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =damage smearing=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +9 Changes stats: +5 Mag / +3 Wil Damage when the wearer is hit: 10 temporal Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 14 power out of 25/25) : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of chaos (5 def, 0 armour)dispeller's elven-silk robe of chaos (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +15% physical / -15% arcane / +25% fire / -3% cold / +12% lightning / -15% nature / +27% blight / +12% light / +12% darkness Changes resistances penetration: +20% physical / +19% fire / +20% blight Physical save: +20 Spell save: +33 Mental save: +20 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) =phase door= Aetherwalk (6 def, 0 armour) =phase door=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 13 power out of 23/24. A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 27 power out of 18/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour) =leap= Wanderer's Rest (4 def, 0 armour) =leap=Infused by psionic forces 0.00 Encumbrance. [Unique] 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: +10% It can be used to activate talent Telekinetic Leap (costing 9 power out of 18/18) : Effective talent level: 4.0 Power cost: 9 out of 18/18. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blightbringer's pair of voratun boots of speed (0 def, 5 armour) =move speed disease 42= blightbringer's pair of voratun boots of speed (0 def, 5 armour) =move speed disease 42=Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag Changes damage: +10% acid / +9% blight Disease immunity: +42% Spellpower: +10 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. |
pair of drakeskin leather boots 'Hettydugrim' (0 def, 15 armour) =disarm 15 shield pen 50= pair of drakeskin leather boots 'Hettydugrim' (0 def, 15 armour) =disarm 15 shield pen 50=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when the wearer is hit: 16 mind Changes resistances: +12% mind / +9% acid Physical save: +9 Disarm immunity: +15% Teleport immunity: +10% Maximum vim: +40.00 Mental crit. chance: +2% Infravision radius: +3 Damage Shield penetration: +50% A pair of boots made of leather. |
pair of voratun boots 'Heatspar' (25 def, 5 armour) =trav massive shield pen= pair of voratun boots 'Heatspar' (25 def, 5 armour) =trav massive shield pen=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: -3% Changes stats: +10 Str / +8 Con Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 8 fire Changes resistances penetration: +10% fire Changes damage: +10% physical / +9% fire Maximum encumbrance: +50 Physical save: +13 Spell save: +9 Spellpower: +2 Light radius: +1 Damage Shield penetration: +20% Defense after a teleport: +10 Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 43 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour) =stam heal mod 28= restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour) =stam heal mod 28=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Life regen: +5.20 Stamina each turn: +1.30 Maximum stamina: +29.00 Healing mod.: +28% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restorative pair of voratun boots of evasion (25 def, 5 armour)restorative pair of voratun boots of evasion (25 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 Fatigue: +4% Life regen: +5.50 Healing mod.: +30% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 32 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of strife (0 def, 3 armour) =blindside= stealthy pair of hardened leather boots of strife (0 def, 3 armour) =blindside=Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Dex / +4 Wil / +4 Con / +10 Lck Changes resistances penetration: +8% physical Stealth bonus: +11 Mindpower: +7 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gloves 1 (0 def, 3 armour) =dark res= Gloves 1 (0 def, 3 armour) =dark res=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +52 Armour: +3 Changes stats: +5 Dex / +5 Mag / +5 Wil / +12 Cun Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 9 acid Changes resistances: +29% darkness / +6% blight Changes damage: +12% lightning / +9% darkness Infravision radius: +8 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +36 Armour Penetration: +15 Physical crit. chance: +43.0% Attack speed: 80% When this weapon crits: Dominate (20% chance level 5). Damage when this weapon hits: +29 fire / +24 lightning / +29 acid / +4 blight / +45 darkness / +19 ice Damage conversion: 40% blight It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves 2 (0 def, 16 armour) =phys resist armor= Gloves 2 (0 def, 16 armour) =phys resist armor=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 Physical power: +4 Armour: +16 Armour Hardiness: +9% Changes stats: +5 Mag / +5 Wil / +6 Con Damage when the wearer hits(melee): 10 fire / 8 cold / 10 lightning / 9 acid / 40 darkness / 27 mind Changes resistances: +9% mind / +12% physical Changes damage: +3% physical Physical save: +10 Mental save: +5 Life regen: +0.80 Maximum stamina: +15.00 Mindpower: +10 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +12.0% Attack speed: 80% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). Damage when this weapon hits: +29 fire / +17 ice / +26 lightning / +23 acid Burst (radius 2) on crit: +19 gloom Damage against: +10% Demon It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves 4 (0 def, 3 armour) =cunning 22 dominate= Gloves 4 (0 def, 3 armour) =cunning 22 dominate=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +45 Armour: +3 Changes stats: +4 Str / +5 Dex / +1 Wil / +22 Cun Changes resistances: +43% darkness Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +12 Psi each turn: +0.60 Hate when firing a critical mind attack: +1.00 Psi when firing a critical mind attack: +2.00 Infravision radius: +12 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +48 Armour Penetration: +15 Physical crit. chance: +60.0% Attack speed: 70% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (30% chance level 5). Damage when this weapon hits: +82 darkness / +8 nature Damage conversion: 30% nature It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves 5 (0 def, 9 armour) =9 light res= Gloves 5 (0 def, 9 armour) =9 light res=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 Armour: +9 Changes stats: +6 Dex / +6 Con Damage when the wearer hits(melee): 38 mind / 31 darkness Changes resistances: +1% physical / +9% fire / +6% lightning / +9% light / +6% temporal Physical save: +21 Spell save: +10 Mental save: +20 Silence immunity: +5% Stun/Freeze immunity: +5% Maximum life: +80.00 Mindpower: +10 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 80% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage when this weapon hits: +21 physical / +12 fire burn Burst (radius 2) on crit: +18 gloom It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) =disarm 40= Gloves of the Firm Hand (0 def, 8 armour) =disarm 40=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Kindlerend the voratun gauntlets (0 def, 3 armour) =phys pwr 39= Kindlerend the voratun gauntlets (0 def, 3 armour) =phys pwr 39=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +39 Armour: +3 Changes stats: +12 Str Damage when the wearer hits(melee): 15 mind / 2 fire Damage when the wearer is hit: 8 fire Changes resistances: +9% mind Changes resistances penetration: +5% arcane / +15% fire Changes damage: +9% arcane / +11% mind / +6% darkness When used to modify unarmed attacks: Base power: 49.0 - 68.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage when this weapon hits: +4 arcane Burst (radius 2) on crit: +15 mind / +12 darkness Damage conversion: 40% mind Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% When this weapon hits: Call Lightning (25% chance level 5). Damage when this weapon hits: +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 348.67 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (6 def, 8 armour) =SPELLHUNT= Spellhunt Remnants (6 def, 8 armour) =SPELLHUNT=Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 80% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). Damage when this weapon hits: +50 manaburn arcane / +20 silence It can be used to destroy magic in a radius 5 cone, costing 54 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 80% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage when this weapon hits: +20 lightning It can be used to activate talent Chain Lightning (costing 9 power out of 16/16) : Effective talent level: 3.0 Power cost: 9 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 49.94 to 149.83 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
archer's voratun gauntlets of dispersion (0 def, 3 armour) =dispersion= archer's voratun gauntlets of dispersion (0 def, 3 armour) =dispersion=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +3 Changes stats: +5 Dex / +10 Mag / +10 Wil / +5 Cun Damage when the wearer hits(melee): 16 arcane Changes resistances: +8% arcane When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage when this weapon hits: +15 arcane It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
archer's voratun gauntlets of war-making (0 def, 3 armour) =primary gloves= archer's voratun gauntlets of war-making (0 def, 3 armour) =primary gloves=Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Physical crit. chance: +20.0% Armour: +3 Changes stats: +5 Cun / +5 Dex Critical mult.: +40.00% Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +19.0% Attack speed: 80% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Yarigund' (0 def, 3 armour) =poison 15= drakeskin leather gloves 'Yarigund' (0 def, 3 armour) =poison 15=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 Armour: +3 Ranged Defense: +10 Changes stats: +4 Cun / +6 Dex Changes resistances: +9% nature Poison immunity: +15% Stun/Freeze immunity: +15% Hate when firing a critical mind attack: +6.00 Psi per kill: +3.00 When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 60% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of regeneration (0 def, 9 armour) =second wind= heroic voratun gauntlets of regeneration (0 def, 9 armour) =second wind=Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum life: +80.00 When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stone warden's drakeskin leather gloves of war-making (0 def, 18 armour)stone warden's drakeskin leather gloves of war-making (0 def, 18 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +18 Armour Hardiness: +10% Changes stats: +6 Con Changes resistances: +12% physical Critical mult.: +33.00% Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 60% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of war-making (0 def, 18 armour) stone warden's drakeskin leather gloves of war-making (0 def, 18 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +18 Armour Hardiness: +10% Changes stats: +6 Con Changes resistances: +12% physical Critical mult.: +40.00% Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 60% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of the juggernaut (0 def, 3 armour)voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +30 Spell save: +10 Mental save: +7 When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Juggernaut (10% chance level 1). Damage when this weapon hits: +27 physical It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 22% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
This item will automatically be transmogrified when you leave the level. Eilinalenn the Blindtooth (3 def, 0 armour)Eilinalenn the Blindtooth (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Cun / +3 Mag Damage when the wearer hits(melee): 14 darkness Damage when the wearer is hit: 16 blight Changes resistances: +6% fire Changes damage: +3% darkness Spell save: +12 Mental save: +15 Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +15 A pointy cloth hat, very wizardly... |
Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Salyvea the cashmere wizard hat (2 def, 0 armour) =acid resist= Salyvea the cashmere wizard hat (2 def, 0 armour) =acid resist=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +7 Wil Changes resistances: +86% acid Changes resistances penetration: +5% mind Changes damage: +29% acid Grants telepathy: Dragon Physical save: +11 Psi each turn: +0.10 Equilibrium when hit: +0.16 Hate per kill: +1.00 Maximum hate: +10.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. 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 Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Xeralradhewen the drakeskin leather cap (10 def, 7 armour) =telepathy arp= Xeralradhewen the drakeskin leather cap (10 def, 7 armour) =telepathy arp=Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +7 Defense: +10 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +12% nature / +15% blight / +3% temporal Changes damage: +3% arcane Grants telepathy: Humanoid/Orc Physical save: +14 Mental save: +13 Disease immunity: +10% Cut immunity: +5% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A cap made of leather. |
eldritch cashmere wizard hat of fire (+22%) (2 def, 0 armour) =manaflow= eldritch cashmere wizard hat of fire (+22%) (2 def, 0 armour) =manaflow=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +22% fire Changes damage: +15% fire Mana each turn: +1.50 Mana when hit: +1.50 Maximum mana: +74.00 Spellpower: +7 It can be used to activate talent Manaflow, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Dawnwaker' (3 def, 0 armour) =light radius 3= elven-silk wizard hat 'Dawnwaker' (3 def, 0 armour) =light radius 3=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +6 Cun / +6 Wil Damage when the wearer is hit: 8 blight Changes resistances: +19% physical / +16% darkness / +20% blight Changes damage: +20% physical / +20% darkness / +20% blight Vim when firing critical spell: +5.00 Maximum hate: +11.00 Spell crit. chance: +5% Mindpower: +14 Mental crit. chance: +4% Light radius: +3 A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) =brotherhood= fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) =brotherhood=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag / +9 Con Changes resistances: +20% darkness / +20% physical Changes damage: +20% physical / +20% arcane / +20% darkness Maximum hate: +10.00 Mindpower: +10 Mental crit. chance: +5% It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
leafwalker's voratun helm of ire (0 def, 5 armour) =nature res heal mod= leafwalker's voratun helm of ire (0 def, 5 armour) =nature res heal mod=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Con Changes resistances: +14% nature Physical save: +15 Spell save: +10 Mental save: +15 Maximum life: +110.00 Healing mod.: +30% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Cinderfist' (0 def, 5 armour) =light resist 20= voratun helm 'Cinderfist' (0 def, 5 armour) =light resist 20=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Cun / +3 Dex Damage when the wearer hits(melee): 2 fire Changes resistances: +18% darkness / +20% light Changes resistances penetration: +5% mind Grants telepathy: Dragon Allows you to breathe in: water Light radius: +2 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 knowledge (0 def, 5 armour)warlord's drakeskin leather cap of knowledge (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 Armour: +5 Fatigue: +5% Changes stats: +7 Str / +12 Wil / +5 Cun Changes resistances: +14% physical Physical save: +15 Mindpower: +5 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Eyal (5 def, 8 armour)drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Life regen: +4.00 Maximum life: +100.00 Healing mod.: +24% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour of stability (5 def, 8 armour)enlightening drakeskin leather armour of stability (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes stats: +9 Cun / +9 Wil Changes resistances: +8% physical Physical save: +25 Mental save: +23 A suit of armour made of leather. |
nimble drakeskin leather armour of the wind (30 def, -2 armour) =second wind= nimble drakeskin leather armour of the wind (30 def, -2 armour) =second wind=Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +7.0% Armour: -2 Defense: +30 Ranged Defense: +10 Fatigue: +8% Changes stats: +5 Dex Stamina each turn: +1.50 Maximum life: -100.00 Movement speed: +10% It can be used to activate talent Second Wind, placing all other charms into a 19 cooldown : Effective talent level: 5.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of acid resistance (5 def, 8 armour)prismatic drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes resistances: +20% light / +20% darkness / +28% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of Eyal (9 def, 16 armour)searing voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer hits(melee): 18 fire / 22 acid Damage when the wearer is hit: 14 fire / 16 acid Changes resistances: +26% fire / +29% acid Life regen: +4.00 Maximum life: +100.00 Healing mod.: +25% A suit of armour made of metal plates. |
voratun plate armour 'Thunderblight' (11 def, 28 armour) =disarm 45= voratun plate armour 'Thunderblight' (11 def, 28 armour) =disarm 45=Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +28 Defense: +11 Fatigue: +16% Changes stats: +6 Str / +1 Wil / +2 Cun / +9 Con Damage when the wearer is hit: 8 lightning / 19 physical Changes resistances: +15% physical / +15% fire / +14% cold / +13% lightning / +15% acid / +3% blight Changes resistances penetration: +5% light Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-5 turns) Physical save: +15 Disarm immunity: +45% Stun/Freeze immunity: +37% Knockback immunity: +38% A suit of armour made of metal plates. |
reinforced stralite shield of patience (10 def, 10 armour, 209.5 block) =5.0 time shield= reinforced stralite shield of patience (10 def, 10 armour, 209.5 block) =5.0 time shield=Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 15 temporal Changes resistances: +14% temporal Talent granted: +4 Block It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 5.0 Power cost: 17 out of 30/30. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (440) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. voratun shield of crushing (12 def, 3 armour, 208 block)voratun shield of crushing (12 def, 3 armour, 208 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Talent granted: +5 Block Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 54 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. enchanted quiver of dragonbone arrows (14/14, 52-72.8 power, 18 apr)enchanted quiver of dragonbone arrows (14/14, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Turns elapse between self-loadings: 2 When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 27 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
409 alchemist agate 409 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. |
Gloomnoon the dwarven-steel pickaxe (dig speed 11 turns) =phys pen 19= Gloomnoon the dwarven-steel pickaxe (dig speed 11 turns) =phys pen 19=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Damage when the wearer hits(melee): 4 darkness Changes resistances penetration: +19% physical / +15% arcane Changes damage: +15% darkness / +9% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of predation (dig speed 17 turns) =move speed 10= voratun pickaxe of predation (dig speed 17 turns) =move speed 10=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +3 Str / +6 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 54 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Aereyawen the dwarven lantern =disease 15 saves= Aereyawen the dwarven lantern =disease 15 saves=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +29 Changes stats: +3 Wil Changes resistances: +3% lightning Physical save: +24 Spell save: +39 Mental save: +37 Disease immunity: +15% Confusion immunity: +20% Pinning immunity: +15% Knockback immunity: +10% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum life: +73.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 199.12 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] 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 44 power out of 150/150) : Effective talent level: 4.0 Power cost: 44 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 4, doing 28.46 cold damage and 49.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 11 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal dwarven lantern ethereal dwarven lanternPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Spellpower: +15 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of illusion =all pen 13= piercing dwarven lantern of illusion =all pen 13=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +15 Changes resistances penetration: +13% all Physical save: +20 Spell save: +20 Mental save: +19 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 22 power out of 40/40) : Effective talent level: 1.0 Power cost: 22 out of 40/40. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
bloodstone 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 27 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 110 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 (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of the leech (24/24, 51-61.2 power, 6 apr)barbed pouch of voratun shots of the leech (24/24, 51-61.2 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 Special effect when this weapon hits: leeches stamina from the target Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +16 bleed / +20 nature slow Shots are used with slings to pummel your foes to death. |
Thundervengeance the stralite torque of kinetic psionic shield [power 131] (11 cooldown) =poison 20 stun 25= Thundervengeance the stralite torque of kinetic psionic shield [power 131] (11 cooldown) =poison 20 stun 25=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Damage when the wearer hits(melee): 2 lightning / 4 temporal Changes damage: +6% temporal Physical save: +6 Spell save: +3 Poison immunity: +20% Disease immunity: +5% Stun/Freeze immunity: +25% It can be used to setup a psionic shield, reducing all physical and acid damage by 131 for 6 turns, placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of clear mind [power 5] (11 cooldown) =clear mind= telekinetic voratun torque of clear mind [power 5] (11 cooldown) =clear mind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, placing all other charms into a 11 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of psychoportation [power 57] (17 cooldown) =psycho= warded voratun torque of psychoportation [power 57] (17 cooldown) =psycho=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +4 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 57), placing all other charms into a 17 cooldown. Torques are made by powerful psionics to store psionic powers. |
Forestwish [power 192] (19 cooldown) =heal warding= Forestwish [power 192] (19 cooldown) =heal warding=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% arcane Maximum wards: +5 nature / +3 acid / +5 light Changes damage: +9% nature Talent granted: +1 Ward Critical mult.: +5.00% Psi when hit: +0.08 Psi per kill: +3.00 Heals friendly targets nearby when you use a nature summon: +10 It can be used to heal the target for 192, placing all other charms into a 19 cooldown. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem =THE BEAST= The Guardian's Totem =THE BEAST=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 nature slow 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 19 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of cure illness 'Kindlemaim' [power 4] (11 cooldown) =Warding Disease 4= dragonbone totem of cure illness 'Kindlemaim' [power 4] (11 cooldown) =Warding Disease 4=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +6 Changes resistances: +6% fire Maximum wards: +4 nature / +4 acid / +4 light Changes resistances penetration: +10% fire Talent granted: +1 Ward Teleport immunity: +10% New effects duration reduction after a teleport: +20% It can be used to removes up to 4 diseases from the target, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of cure poisons [power 4] (11 cooldown) =tentacle= tentacled elven-wood totem of cure poisons [power 4] (11 cooldown) =tentacle=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 4 poisons from the target, placing all other charms into a 11 cooldown. Natural totems are made by powerful wilders to store nature power. |
Aralle the Taintwisp [power 702] (9 cooldown) =4 volcano= Aralle the Taintwisp [power 702] (9 cooldown) =4 volcano=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 12 nature Changes resistances penetration: +5% arcane Changes damage: +6% nature / +18% mind Talent granted: +4 Volcano It can be used to fire a beam of lightning (dam 234-702), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 temporal darkness 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 11 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
warded dragonbone wand of lightning [power 195] (4 cooldown) =ward= warded dragonbone wand of lightning [power 195] (4 cooldown) =ward=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 fire / +3 cold / +3 lightning / +3 blight / +3 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 65-195), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 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. |
3 pearl 3 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. |
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 Madness Marauder the Cornac Marauder level 42
36th Dusk 123rd year of Ascendancy at 12:25 see stats
By Madness Marauder the Cornac Marauder level 50
35th Pyre 124th year of Ascendancy at 23:14 see stats
By Madness Marauder the Cornac Marauder level 42
34th Dusk 123rd year of Ascendancy at 22:47 see stats
By Madness Marauder the Cornac Marauder level 50
57th Haze 123rd year of Ascendancy at 09:32 see stats
By Madness Marauder the Cornac Marauder level 50
43rd Haze 123rd year of Ascendancy at 05:12 see stats
By Madness Marauder the Cornac Marauder level 35
55th Pyre 123rd year of Ascendancy at 10:03 see stats
By Madness Marauder the Cornac Marauder level 39
8th Dusk 123rd year of Ascendancy at 03:51 see stats
By Madness Marauder the Cornac Marauder level 10
7th Flare 122nd year of Ascendancy at 21:37 see stats
By Madness Marauder the Cornac Marauder level 50
4th Regrowth 124th year of Ascendancy at 05:24 see stats
By Madness Marauder the Cornac Marauder level 49
25th Haze 123rd year of Ascendancy at 05:44 see stats
By Madness Marauder the Cornac Marauder level 50
31st Haze 123rd year of Ascendancy at 19:14 see stats
By Madness Marauder the Cornac Marauder level 47
6th Haze 123rd year of Ascendancy at 01:59 see stats
By Madness Marauder the Cornac Marauder level 50
30th Haze 124th year of Ascendancy at 05:52 see stats
By Madness Marauder the Cornac Marauder level 30
17th Regrowth 123rd year of Ascendancy at 12:36 see stats
By Madness Marauder the Cornac Marauder level 31
26th Regrowth 123rd year of Ascendancy at 15:59 see stats
By Madness Marauder the Cornac Marauder level 50
4th Allure 124th year of Ascendancy at 04:50 see stats
By Madness Marauder the Cornac Marauder level 50
42nd Dusk 124th year of Ascendancy at 21:03 see stats
By Madness Marauder the Cornac Marauder level 50
4th Regrowth 124th year of Ascendancy at 18:53 see stats
By Madness Marauder the Cornac Marauder level 50
56th Pyre 124th year of Ascendancy at 22:49 see stats
By Madness Marauder the Cornac Marauder level 50
4th Allure 124th year of Ascendancy at 02:14 see stats
By Madness Marauder the Cornac Marauder level 49
23rd Haze 123rd year of Ascendancy at 20:47 see stats
By Madness Marauder the Cornac Marauder level 30
10th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Madness Marauder the Cornac Marauder level 10
2nd Summertide 122nd year of Ascendancy at 06:22 see stats
By Madness Marauder the Cornac Marauder level 20
76th Dusk 122nd year of Ascendancy at 00:10 see stats
By Madness Marauder the Cornac Marauder level 30
7th Regrowth 123rd year of Ascendancy at 03:44 see stats
By Madness Marauder the Cornac Marauder level 40
26th Dusk 123rd year of Ascendancy at 17:32 see stats
By Madness Marauder the Cornac Marauder level 50
30th Haze 123rd year of Ascendancy at 21:32 see stats
By Madness Marauder the Cornac Marauder level 36
71st Pyre 123rd year of Ascendancy at 18:25 see stats
By Madness Marauder the Cornac Marauder level 50
30th Dusk 124th year of Ascendancy at 05:18 see stats
By Madness Marauder the Cornac Marauder level 50
30th Haze 124th year of Ascendancy at 05:51 see stats
By Madness Marauder the Cornac Marauder level 50
58th Pyre 124th year of Ascendancy at 20:52 see stats
By Madness Marauder the Cornac Marauder level 32
48th Regrowth 123rd year of Ascendancy at 20:22 see stats
By Madness Marauder the Cornac Marauder level 22
10th Haze 122nd year of Ascendancy at 08:35 see stats
By Madness Marauder the Cornac Marauder level 12
9th Dusk 122nd year of Ascendancy at 01:01 see stats
By Madness Marauder the Cornac Marauder level 50
38th Haze 123rd year of Ascendancy at 14:54 see stats
By Madness Marauder the Cornac Marauder level 17
46th Dusk 122nd year of Ascendancy at 18:11 see stats
By Madness Marauder the Cornac Marauder level 13
9th Dusk 122nd year of Ascendancy at 16:51 see stats
By Madness Marauder the Cornac Marauder level 50
30th Dusk 124th year of Ascendancy at 07:00 see stats
By Madness Marauder the Cornac Marauder level 50
30th Haze 124th year of Ascendancy at 05:52 see stats
By Madness Marauder the Cornac Marauder level 30
18th Regrowth 123rd year of Ascendancy at 02:59 see stats
By Madness Marauder the Cornac Marauder level 13
11st Dusk 122nd year of Ascendancy at 10:37 see stats
By Madness Marauder the Cornac Marauder level 22
10th Haze 122nd year of Ascendancy at 08:34 see stats
By Madness Marauder the Cornac Marauder level 50
33rd Regrowth 124th year of Ascendancy at 12:48 see stats
By Madness Marauder the Cornac Marauder level 27
70th Haze 122nd year of Ascendancy at 05:59 see stats
By Madness Marauder the Cornac Marauder level 34
13rd Pyre 123rd year of Ascendancy at 04:21 see stats
By Madness Marauder the Cornac Marauder level 26
61st Haze 122nd year of Ascendancy at 04:39 see stats
By Madness Marauder the Cornac Marauder level 41
33rd Dusk 123rd year of Ascendancy at 23:35 see stats
By Madness Marauder the Cornac Marauder level 6
3rd Mirth 122nd year of Ascendancy at 09:41 see stats
Log
Madness Marauder is unstoppable!
High Sun Paladin Aeryn hits Argoniel for 76 light damage.
Argoniel hits High Sun Paladin Aeryn for 7 light damage.
High Sun Paladin Aeryn receives 30 healing from Shield of Light.
Multi-hued drake hatchling hits Madness Marauder for (-1 refused), 0 fire (0 total damage).
Burning from Madness Marauder hits Multi-hued drake hatchling for 3 fire damage.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal master (Madness (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Madness Marauder performs a melee critical strike against Argoniel!
Madness Marauder revels in the spilt blood and grows stronger!
Madness Marauder performs a melee critical strike against Argoniel!
Madness Marauder's blood frenzy intensifies!
Madness Marauder prepares for the next kill!.
Madness Marauder damages herself through Martyrdom!
Madness Marauder is unstoppable!
Madness Marauder hits Argoniel for 372 physical damage.
Argoniel hits Madness Marauder for (91 refused), 0 physical (0 total damage).
Madness Marauder killed Argoniel!
Madness Marauder shrugs off the critical damage!
Acid Splash from Argoniel hits Madness Marauder for 67 acid damage.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Madness (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Madness (Roguelike) difficulty)!
Saving game...
Saving done.
Madness Marauder no longer revels in blood quite so much.