











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 50 / 2760% |
| Size | medium |
| Lifes / Deaths | Killed by Arada the large brown snake at level 14 on the 50th Dusk 122nd year of Ascendancy at 07:36 2 / 5Killed by Ce'Nyvea the faeros at level 23 on the 42nd Haze 122nd year of Ascendancy at 14:49 Killed by Betharimina the sandworm at level 40 on the 48th Pyre 123rd year of Ascendancy at 17:00 Killed by Massok the Dragonslayer at level 44 on the 18th Dusk 123rd year of Ascendancy at 10:27 Killed by Vor, Grand Geomancer of the Pride at level 48 on the 50th Dusk 123rd year of Ascendancy at 12:09 |
Primary Stats
| Strength | 46 (base 12) |
| Dexterity | 82 (base 60) |
| Constitution | 27 (base 10) |
| Magic | 147 (base 64) |
| Willpower | 60 (base 38) |
| Cunning | 98 (base 60) |
Resources
| Life | 1106/1106 |
| Mana | 468/549 |
| Stamina | 95/362 |
| Healing Factor | 1.7413459289311 |
| Regeneration | 33.711320609614 |
Speed
| Mental | +33.73025370344% |
| Attack | 0% |
| Movement | 0% |
| Spell | +13.73025370343% |
| Global | +134% |
Vision
| Sight | 12 |
| Lite | -1000 |
| Infravision | 37 |
| See Stealth | 59.519345751312 |
| See Invisible | 80.519345751312 |
| Stealth | 40.537081267217 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 67 |
| Crit Chance | 108% |
| APR | 72 |
| Speed | 0.75 |
Offense: Offhand
| Damage | 194 |
| Accuracy | 67 |
| Crit Chance | 108% |
| APR | 72 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 57% |
| Speed | 0.87927351556575 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +123% |
| Darkness | +99% |
| Light | +25% |
| Temporal | +105% |
| Blight | +38% |
| Arcane | +41% |
| Nature | +20% |
| All | +17% |
Offense: Damage Penetration
| Darkness | +38% |
| Temporal | +61% |
| Blight | +38% |
| Physical | +45% |
| Fire | +31% |
| All | +13% |
Defense: Base
| Armour (hardiness) | -53.51090569911 (39.466327827192%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 1.2432432432432 |
| Physical Save | 36 |
| Spell Save | 40 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 36%( 77%) |
| Blight | + 57%( 77%) |
| Physical | + 50%( 77%) |
| Mind | + 36%( 77%) |
| All | + 29%( 77%) |
| Darkness | + 65%( 77%) |
| Light | + 40%( 77%) |
| Temporal | + 36%( 77%) |
| Lightning | + 33%( 77%) |
| Fire | + 41%( 77%) |
| Nature | + 41%( 77%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 22% |
| Blind Resistance | 77% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 641 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2234% for 10 turns (1586 total) and instantly restoring 112 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 8 times. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Essence of Speed |
| talent | Shadow Feed |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Shadow Combat |
| talent | Phantasmal Shield |
| talent | Blur Sight |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 43 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target is surrounded by a magical shield, absorbing 249/275 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.1 and stamina regeneration by 2.6. Soothing Darkness |
| beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
| beneficial effect | Increases the effectiveness of all healing the target receives by 61%. Empowered Healing |
| detrimental effect | The target has been splashed with acid, taking 64.80 acid damage per turn, reducing armour by 89 and attack by 77. Acid Splash |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Xeriwe the giant spider. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Arynn the white crystal. Escort: lone alchemist (level 1 of Old Forest) | failed |
You abandoned lost defiler to death. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Ivilravena the large white snake. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 1 of Daikara) | 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 fire 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. | active |
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: 3023. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | DuskstokerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 23 fire Changes stats: +10 Cun Changes resistances: +15% light / +10% fire Changes resistances penetration: +20% temporal / +5% darkness / +13% all Changes damage: +13% darkness / +3% nature Damage affinity(heal): +5% darkness Light radius: -3 Infravision radius: +13 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 470.81 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Emedhevea (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +47% darkness / +20% physical Changes damage: +9% temporal / +18% physical / +40% darkness / +18% arcane Mana each turn: +6.00 Mana when hit: +6.00 Maximum mana: +205.00 Maximum hate: +15.00 Spellpower: +30 (+6 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 19 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Unlightnoon (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +7 (+2 eff.) Changes stats: +6 Cun / +3 Str Changes resistances: +6% blight / +10% physical / +3% darkness Changes resistances penetration: +20% darkness Changes damage: +15% blight / +21% darkness Lowers spell cool-downs by: 10% Light radius: +1 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 37 * 20% chance to reduce armor by 48% Changes stats: +14 Mag / +7 Wil / +6 Cun Changes resistances: +9% acid / +3% blight Changes resistances penetration: +25% blight Blindness immunity: +37% Spellpower: +23 (+4 eff.) Infravision radius: +5 See stealth: +15 See invisible: +21 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | voratun fire opal ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Changes stats: +10 Str / +8 Con Changes resistances: +15% blight / +6% fire / +17% nature / +6% temporal Changes damage: +10% all Poison immunity: +22% Disease immunity: +29% Stun/Freeze immunity: +67% Life regen: +9.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
| Around neck | Ce'Nuyatira the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +12 Defense: +25 (+5 eff.) Changes stats: +6 Mag Changes resistances: +6% lightning / +9% blight Changes resistances cap: +7% all Changes damage: +8% darkness / +8% temporal / +5% light / +17% physical Physical save: +25 (+9 eff.) Blindness immunity: +40% Stun/Freeze immunity: +10% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
| In main hand | Duraruimnir the Kindlepeal (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 48% * 25% chance for lightning to strike from the target to a second target dealing 139 damage On weapon crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 light When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +13.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +5 Dex Changes resistances: +9% mind Changes damage: +3% light Combat speed: +10% Sharp, short and deadly. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 467, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | voratun dagger 'Gloruwen' (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 37 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 blight Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +90 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +30.0% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight / +3% temporal Changes resistances penetration: +18% fire Changes damage: +6% blight Critical mult.: +35.00% Spellpower: +5 (+1 eff.) Global speed: +9% Sharp, short and deadly. |
| Cloak | battlemaster's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +3 Dex / +5 Mag / +5 Wil / +4 Con Talent mastery: +0.40 Technique / Combat training Spell save: -23 (-11 eff.) Stamina each turn: +1.00 Mana each turn: -0.31 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 | Samydin the elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +19 Mag Changes resistances: +15% all Changes resistances penetration: +28% temporal / +32% physical Changes damage: +71% temporal / +6% arcane / +61% physical Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Damage Shield penetration: +30% Reduces paradox anomalies(equivalent to willpower): +43 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -444; dur 5; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -444 life. The duration and life will increase by 1% for every 1% life you have lost (currently 444 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 410%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 410% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
movement infusion of the psychic (speed 580%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 694%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1187%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1187% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
regeneration infusion of the wizard (heal 560; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% 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 nature talent. |
wild infusion (res 19%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, mental; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 28%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 40%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 46%; magical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the wizard (res 52%; magical, physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 52% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs 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 spell talent. |
acid wave rune of the titan (damage 107; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 106.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
blink rune (range 3; phase 11; cd 14)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: 3 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1589% over 10 turns; mana 79; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns (1128 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1589% over 10 turns; mana 79; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns (1128 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1227% over 10 turns; mana 61; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1227% for 10 turns (871 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1659% over 10 turns; mana 83; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1659% for 10 turns (1178 total) and instantly restoring 83 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 spell talent. |
shatter afflictions rune (absorb 81; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 36; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 72; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 81; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 118; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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 spell talent. |
shatter afflictions rune of the sneak (absorb 147; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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 spell talent. |
shatter afflictions rune of the titan (absorb 135; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 135 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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 spell talent. |
shatter afflictions rune of the warrior (absorb 66; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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 spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 384; dur 8; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 384 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 296; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 296 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 549; dur 7; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 549 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 57; blocks 5; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 65; blocks 5; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 62; blocks 3; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 62 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Artharath the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun / +7 Str Changes resistances: +12% acid / +6% light / +3% mind Mental save: +3 (+1 eff.) Amulets can have magical properties. |
Brenilar the stralite amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 21% chance to reduce all saves and defense by 31 Damage when hit (Melee): 4 arcane Changes stats: +9 Dex / +7 Cun / +7 Con Changes resistances: +9% mind Changes resistances penetration: +20% arcane Changes damage: +12% arcane Talent mastery: +0.32 Cunning / Shadow magic Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
DaimunegInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Defense: +19 (+4 eff.) Fatigue: -20% Changes stats: +20 Lck / +6 Con Changes resistances: +6% blight Critical mult.: +15.00% Physical save: +26 (+10 eff.) Life regen: +20.00 Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +80.00 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
DemontrailInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Str / +8 Dex / +2 Con Changes resistances: +6% darkness / +15% cold Changes resistances penetration: +15% darkness Changes damage: +9% darkness Amulets can have magical properties. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
GloredheraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Dex / +2 Wil Changes resistances: +7% physical Physical save: +12 (+5 eff.) Stamina each turn: +0.30 Only die when reaching: -60.00 life Maximum stamina: +10.00 Amulets can have magical properties. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 444 strength, based on Magic) for 5 turns Activation costs 15 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Relgyyagas the stralite amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Defense: +30 (+6 eff.) Changes stats: +5 Mag Changes resistances penetration: +25% arcane Changes damage: +8% acid / +8% fire / +7% cold / +8% lightning Spell save: +9 (+3 eff.) Maximum stamina: +30.00 Spellpower: +36 (+7 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 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. |
Voidobsidian the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag / +6 Wil / +2 Cun Changes resistances: +15% darkness Talent mastery: +0.28 Technique / Combat techniques Reduces incoming crit damage: 15.59% Maximum mana: +60.00 Spellpower: +30 (+6 eff.) Spell crit. chance: +6% Infravision radius: +3 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Zubuta the GlimmerparryCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +24 (+5 eff.) Changes resistances: +21% light Changes resistances cap: +6% all Changes damage: +21% blight Physical save: +23 (+9 eff.) Spell save: +18 (+6 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% lightning / +12% blight / +17% fire / +7% cold / +6% acid Critical mult.: +17.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
gold amulet 'Eremythel'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Fatigue: -7% Changes stats: +4 Dex / +8 Cun / +6 Con Changes resistances: +5% arcane / +15% cold Knockback immunity: +20% Life regen: +3.00 Stamina each turn: +0.70 Equilibrium when hit: +0.16 Movement speed: +10% Amulets can have magical properties. |
starseer's voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 12 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 25% * 13% chance to blind Changes stats: +5 Mag Changes damage: +7% temporal / +7% physical / +22% darkness / +22% light Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
stralite amulet 'Layitha'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +30 (+6 eff.) Fatigue: -9% Changes resistances: +24% fire Blindness immunity: +20% Disease immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +5.00 Healing mod.: +10% Amulets can have magical properties. |
voratun amulet 'Prismfoe'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +26% arcane / +20% mind / +26% light Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum hate: +6.00 Spell crit. chance: +3% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.warrior's voratun amulet of the eclipse Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 12 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 25% * 15% chance to blind Changes resistances: +13% physical Changes damage: +15% light / +15% darkness Stamina each turn: +1.20 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Betymira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +6.0% Armour: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +6 Con Spell save: +20 (+7 eff.) Maximum stamina: +69.59 Mental crit. chance: +3% Light radius: +3 See invisible: +12 Rings can have magical properties. |
BeyonInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Changes stats: +9 Cun Changes resistances: +13% mind Changes damage: +13% mind Mental save: +6 (+2 eff.) Rings can have magical properties. |
ChamochakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +20 (+4 eff.) Damage when hit (Melee): 6 mind Changes stats: +4 Mag Changes resistances: +13% blight Changes damage: +13% blight Critical mult.: +10.00% Vim when firing critical spell: +2.00 Only die when reaching: -40.00 life Rings can have magical properties. |
DelachikCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +3 Con Changes resistances: +15% mind Critical mult.: +10.00% Stun/Freeze immunity: +50% Life regen: +9.00 Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +4% Rings can have magical properties. |
DuvyrofastInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Wil / +11 Cun / +9 Con Changes resistances: +36% acid Changes resistances penetration: +10% mind Changes damage: +18% acid / +9% mind Rings can have magical properties. |
FlashbreezeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 31 Damage (Melee): 19 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 31 Damage (Ranged): 35 physical Changes stats: +8 Cun Changes resistances: +12% acid / +34% nature / +3% light Changes resistances penetration: +25% light Changes damage: +9% light / +17% nature / +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +16 (+3 eff.) Mindpower: +17 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
GenorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances: +39% fire Changes damage: +6% all / +15% fire Mental save: +9 (+3 eff.) Poison immunity: +20% Confusion immunity: +29% Pinning immunity: +20% Maximum life: +60.00 Spellpower: +12 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Hettisus the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 31 Damage (Melee): 17 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 31 Damage (Ranged): 13 physical Changes stats: +4 Str / +2 Wil / +14 Cun / +4 Con Critical mult.: +15.00% Stamina each turn: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Infravision radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Ivaretira the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes resistances: +32% lightning / +9% temporal / +9% darkness / +14% blight / +13% nature Changes resistances penetration: +5% mind Changes damage: +16% lightning Poison immunity: +24% Disease immunity: +27% Disarm immunity: +32% Pinning immunity: +41% Knockback immunity: +50% Only die when reaching: -60.00 life Maximum life: +90.00 Rings can have magical properties. |
MurkpunishInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +22% nature Changes damage: +3% fire / +11% nature / +9% darkness Light radius: +3 Rings can have magical properties. |
OakspawnerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 10 cold Changes stats: +8 Str / +9 Con Changes resistances: +18% cold Changes resistances penetration: +25% darkness / +20% nature Changes damage: +30% nature / +9% darkness Rings can have magical properties. |
Quenchedge the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage when hit (Melee): 4 cold Changes resistances: +15% cold / +36% nature / +15% mind Changes resistances penetration: +25% fire Changes damage: +27% cold / +18% nature / +6% mind Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Quenchobsidian Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +9 Str / +9 Wil Changes resistances: +33% acid / +21% cold / +12% temporal / +33% fire Changes resistances penetration: +30% mind Reduces incoming crit damage: 20.40% Mental save: +12 (+4 eff.) Teleport immunity: +27% Maximum life: +80.00 Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! 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 MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
ShadowsteelInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Wil Changes resistances: +1% physical Changes resistances penetration: +10% physical Changes damage: +3% darkness / +9% nature Mental save: +6 (+2 eff.) Stamina each turn: +1.00 Rings can have magical properties. |
Tideknight the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +9% darkness / +25% cold Changes resistances penetration: +10% lightning / +5% cold Changes damage: +11% cold Spell save: +6 (+2 eff.) Rings can have magical properties. |
VelathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +16 (+4 eff.) Changes stats: +8 Cun / +7 Dex Changes resistances: +18% fire Changes resistances penetration: +15% physical Physical save: +12 (+5 eff.) Poison immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +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 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 335.07 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. |
XanirillePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +5 Dex / +4 Wil / +8 Cun Changes damage: +24% arcane / +12% mind Spellpower: +13 (+2 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Blindness immunity: +25% Spellpower: +9 (+2 eff.) Infravision radius: +5 See stealth: +10 See invisible: +10 Rings can have magical properties. |
conjurer's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Disarm immunity: +35% Pinning immunity: +29% Knockback immunity: +29% Maximum life: +28.00 Spellpower: +11 (+2 eff.) Rings can have magical properties. |
conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +16% acid / +18% fire / +10% lightning / +18% cold Spellpower: +10 (+2 eff.) Rings can have magical properties. |
copper ring 'Brodyyahell'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Critical mult.: +20.00% Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Vim when firing critical spell: +1.00 Maximum life: +22.00 Damage Shield penetration: +10% Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
gold ring 'Naturebender'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Dex / +6 Wil / +5 Cun Changes resistances: +3% nature Mental save: +8 (+3 eff.) Disarm immunity: +28% Confusion immunity: +31% Pinning immunity: +20% Knockback immunity: +28% Maximum life: +26.00 Maximum stamina: +30.00 Mindpower: +8 (+3 eff.) Rings can have magical properties. |
gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +23% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. |
painweaver's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +30% Life regen: +4.00 Spellpower: +14 (+3 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
painweaver's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes damage: +7% all Mental save: +11 (+4 eff.) Confusion immunity: +50% Spellpower: +15 (+3 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
pixie's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +4 Mag Stun/Freeze immunity: +29% Life regen: +1.00 Spellpower: +8 (+1 eff.) Rings can have magical properties. |
pixie's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 31 Damage (Ranged): 11 physical Changes stats: +6 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
pixie's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +14 Defense: +12 (+3 eff.) Changes stats: +6 Cun / +6 Mag Spellpower: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's voratun ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Mag Life regen: +13.00 Maximum life: +79.00 Spellpower: +10 (+2 eff.) Healing mod.: +14% Rings can have magical properties. |
psionicist's copper ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +6 See invisible: +7 Rings can have magical properties. |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Mental save: +7 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +11.00 Maximum life: +91.00 Mindpower: +11 (+4 eff.) Healing mod.: +19% Rings can have magical properties. |
solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +8 Wil Changes resistances: +20% acid / +27% fire / +22% lightning / +23% cold Mindpower: +10 (+3 eff.) Rings can have magical properties. |
steel ring 'Brightwrest'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: -5% Changes resistances: +6% light Changes damage: +3% light Maximum encumbrance: +24 Stamina each turn: +3.00 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Brenohor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +3 Str / +6 Mag / +10 Cun Changes resistances: +28% darkness Changes damage: +14% darkness Maximum psi: +30.00 Spellpower: +9 (+2 eff.) Mental crit. chance: +2% Infravision radius: +3 Rings can have magical properties. |
stralite ring 'Dazzleparry'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Con Changes resistances: +12% light / +9% cold / +18% mind / +5% arcane Changes damage: +6% physical / +18% mind / +9% light Critical mult.: +20.00% Rings can have magical properties. |
stralite ring 'Ichorserpent'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +18% lightning / +6% fire / +66% cold Changes damage: +6% nature / +18% cold Blindness immunity: +20% Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +14% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes damage: +7% all Stun/Freeze immunity: +60% Spellpower: +10 (+2 eff.) Mindpower: +20 (+7 eff.) Rings can have magical properties. |
voratun ring 'Gakath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances: +38% cold Changes resistances penetration: +10% mind Changes damage: +15% mind / +19% cold Critical mult.: +20.00% Equilibrium when hit: +0.20 Mindpower: +30 (+10 eff.) Rings can have magical properties. |
voratun ring 'Willowknave'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +40 (+10 eff.) Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Armour: +10 Changes stats: +10 Dex / +4 Con Changes resistances: +18% nature Changes damage: +18% nature Maximum stamina: +39.91 Infravision radius: +4 See invisible: +27 Rings can have magical properties. |
wizard's gold ring of arcana (+0.16/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+3 eff.) Silence immunity: +24% Mana each turn: +0.16 Rings can have magical properties. |
Flashsweeper (37.5-48.75 power, 9 apr) =disarm immune=Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +26 (+6 eff.) Defense: +24 (+5 eff.) Changes resistances: +12% lightning / +9% fire / +5% arcane / +6% nature Spell save: +15 (+5 eff.) Disarm immunity: +93% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Lelegund (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 physical Damage (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +15.0% Physical power: +40 (+7 eff.) Changes stats: +11 Str / +6 Con Changes resistances: +6% blight / +6% nature / +6% darkness / +9% light Changes resistances penetration: +15% physical Changes damage: +11% physical Mental save: +6 (+2 eff.) Blindness immunity: +27% Disarm immunity: +35% Sharp, short and deadly. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 35% Cun, 105% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 22.77 acid and 26.85 blight damage. If not cleared after five turns it will inflict 152.47 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 50% Mag, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 50% Mag, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 55% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.caustic voratun dagger of massacre (53-68.9 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 53.0 - 68.9 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +29 acid / +45 nature When wielded/worn: Armour penetration: +15 Changes resistances penetration: +25% acid / +25% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced voratun dagger of projection (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +12 Str / +13 Dex / +11 Mag / +13 Wil / +13 Cun / +13 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Silimina' (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 139 damage Damage (radius 2) on crit: +24 physical When wielded/worn: Armour: +11 Damage when hit (Melee): 14 arcane Changes stats: +12 Wil Changes resistances: +7% arcane Vim when firing critical spell: +2.72 Maximum mana: +136.01 Spell crit. chance: +8% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stormbringer's steel greatsword of rage (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +27 lightning / +30 cold When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +6 Str Changes resistances penetration: +17% lightning / +19% cold Changes damage: +13% physical Movement speed: +43% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking steel greatsword of vileness (26.5-42.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): +16 blight When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.mighty yew longbow of dexterity (+8) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +8 Str / +9 Dex Changes resistances penetration: +12% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of shearing (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +48 (+12 eff.) Armour penetration: +29 Changes resistances penetration: +15% all / +15% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Duvubar (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +6 Str / +6 Dex / +7 Mag / +8 Cun / +5 Con Changes resistances penetration: +30% mind Changes damage: +12% temporal Infravision radius: +4 See invisible: +12 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.absorbing thorny mindstar of venom (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 acid Changes resistances: +14% acid / +17% fire / +17% cold / +11% lightning Changes resistances penetration: +14% acid Changes damage: +14% acid Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Life regen: +4.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's pulsing mindstar of clarity (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +9% nature Mental save: +5 (+2 eff.) Disease immunity: +22% Maximum psi: +42.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.runic drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +7 Mag Changes damage: +15% arcane Spellpower: +13 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 120 power out of 11/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. 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." |
This item will automatically be transmogrified when you leave the level.Deepswreath (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +12% darkness Changes resistances penetration: +20% arcane Changes damage: +30% temporal / +32% arcane / +18% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +50 (+10 eff.) Spell crit. chance: +18% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff 'Shimmergash' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Defense: +27 (+6 eff.) Damage (Melee): 35 fire Damage when hit (Melee): 2 light Changes stats: +3 Str Changes resistances: +3% light Changes resistances penetration: +5% light / +15% lightning Changes damage: +21% lightning / +30% fire Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +3 (+1 eff.) Mana each turn: +0.37 Maximum mana: +100.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% See invisible: +20 Damage Shield penetration: +24% Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.iron steamgun of true shot Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.mighty steel steamgun of nature Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +17 nature Attacks use: 2.0 Steam When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str Changes resistances: +6% all Changes resistances penetration: +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.strafer's voratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +28 (+7 eff.) Physical crit. chance: +15.0% Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel steamsaw of crushing (25.5-38.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 25.5 - 38.3 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +48 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 13 fire Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.windwalling steel steamsaw of temporal resistance (+14%) (14.5-21.75 power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 14.5 - 21.8 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +26 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +14% temporal / +14% physical Talent granted: +1 Block Slows Projectiles: +22% Bonus block near projectiles: +50 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of erosion (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Disarm immunity: +50% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.flaming voratun waraxe of massacre (54-75.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of vileness (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): +40 blight When wielded/worn: Disease immunity: +35% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of corruption (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). One-handed war axes. |
Glowqueller the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes resistances penetration: +15% light Changes damage: +3% blight / +9% temporal / +15% light Critical mult.: +15.00% Maximum encumbrance: +60 Physical save: +8 (+4 eff.) Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.monstrous drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +6 Con Physical save: +13 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Islatta (18 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +15 Defense: +18 (+4 eff.) Changes stats: +1 Cun Changes resistances: +9% acid / +6% light / +15% blight / +25% cold / +20% nature Critical mult.: +15.00% Physical save: +24 (+9 eff.) Spell save: +20 (+7 eff.) Mental save: +21 (+7 eff.) Life regen: +9.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Xanota the Umbraparry (23 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +25 (+5 eff.) Defense: +23 (+5 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 25% Changes stats: +6 Str / +9 Con Changes damage: +18% arcane / +18% mind Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Vim when firing critical spell: +2.72 Spell crit. chance: +5% Damage Shield penetration: +41% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ce'Niba' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Physical crit. chance: +8.0% Defense: +3 (+1 eff.) Changes stats: +4 Cun Changes resistances penetration: +26% mind Critical mult.: +15.00% Reduces incoming crit damage: 15.80% Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +3.16 Maximum stamina: +31.61 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Voryriawyn' (14 def, 16 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +16 Defense: +14 (+3 eff.) Changes stats: +10 Mag / +10 Wil / +3 Cun / +3 Con Changes resistances: +23% darkness Changes resistances penetration: +16% darkness / +20% mind Changes damage: +25% darkness Stealth bonus: +25 Physical save: +21 (+8 eff.) Spell save: +38 (+13 eff.) Mental save: +30 (+10 eff.) Maximum mana: +80.00 Mindpower: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Spell 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. |
shadow elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% darkness Changes resistances penetration: +10% arcane / +11% darkness Changes damage: +15% arcane / +21% darkness Critical mult.: +23.00% Stealth bonus: +22 Maximum mana: +93.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveriakira the Fogpierce (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 darkness Changes resistances: +30% blight / +18% darkness / +20% mind / +15% all Changes resistances penetration: +10% darkness Changes damage: +30% blight / +18% darkness Physical save: +19 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +65 (+21 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level.ancient elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +15% all Changes resistances penetration: +15% temporal / +14% physical Changes damage: +30% temporal / +27% physical Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +17% darkness / +20% mind / +15% all Physical save: +20 (+8 eff.) Spell save: +20 (+7 eff.) Mental save: +40 (+13 eff.) Silence immunity: +37% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +19 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Life regen: +6.00 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of time (+30%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all / +30% temporal Changes damage: +30% arcane / +30% temporal Maximum mana: +84.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.timebroken elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Changes damage: +30% arcane / +30% temporal Maximum mana: +75.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Beleda the Shimmerspawn (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +18% temporal / +18% darkness / +6% blight / +6% nature / +3% physical Changes resistances penetration: +20% lightning / +15% temporal / +15% darkness Changes damage: +6% blight Disarm immunity: +20% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isyyara (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Damage when hit (Melee): 2 mind Changes stats: +8 Dex / +6 Cun / +6 Con / +14 Lck Changes resistances: +3% acid / +9% temporal / +9% darkness / +15% fire / +14% cold Stealth bonus: +13 Physical save: +16 (+6 eff.) Mental save: +25 (+8 eff.) Blindness immunity: +27% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Radhekalthonik the Pitchspiker (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag Changes resistances: +15% lightning / +13% temporal Changes resistances penetration: +20% darkness Critical mult.: +15.00% Spell save: +15 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zubariadavena the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 48% Changes stats: +3 Con Changes resistances penetration: +15% mind Changes damage: +27% acid / +9% mind Critical mult.: +10.00% Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +37% Stamina each turn: +3.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +4 Wil / +4 Cun Physical save: +7 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Lowers spell cool-downs by: 10% 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 'Runurehir' (30 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +30 (+6 eff.) Effects on melee hit: * 21% chance to reduce armor by 48% Changes stats: +7 Str / +3 Dex Changes resistances: +3% physical Changes resistances penetration: +15% physical Changes damage: +9% acid / +18% physical Stamina each turn: +3.13 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots of evasion (18 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: +4% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.reinforced pair of hardened leather boots (0 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes resistances: +10% acid / +11% fire / +11% lightning / +11% cold A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Eremileg (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +36 (+9 eff.) Armour: +9 Changes stats: +6 Dex / +4 Wil / +6 Cun Changes resistances: +15% darkness Spell save: +18 (+6 eff.) Mental save: +10 (+3 eff.) Life regen: +9.00 Stamina each turn: +1.30 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +80.00 Maximum stamina: +40.00 Spellpower: +30 (+6 eff.) Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 176.05 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). 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. |
Unrichak (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 13% chance to reduce all saves and defense by 31 Damage (Melee): 11 mind / 16 darkness Changes stats: +5 Str / +5 Dex / +2 Cun Changes resistances: +3% acid / +3% mind Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Mental save: -13 (-5 eff.) Stamina each turn: +2.00 Mindpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
alchemist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Damage (Melee): 4 acid / 7 fire / 6 cold / 6 lightning Changes stats: +3 Mag / +4 Wil Critical mult.: +8.00% Spell crit. chance: +15% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.blighted drakeskin leather gloves of dexterity (+6) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +3 Damage (Melee): 15 blight Changes stats: +6 Dex Changes resistances: +9% blight Changes damage: +11% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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.cinder voratun gauntlets of regeneration (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 9 fire Changes resistances: +10% fire Changes damage: +11% fire Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.36 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Deepsripper' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 4 cold Changes stats: +4 Wil / +7 Mag Changes resistances penetration: +15% darkness Changes damage: +6% arcane / +15% darkness Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Frigidtorrent' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Damage when hit (Melee): 8 cold Changes stats: +2 Dex / +6 Mag / +2 Wil / +10 Cun Changes resistances: +14% light / +18% darkness Infravision radius: +5 See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 188.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. 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.Corrupted Gaze (4 def, 8 armour) Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 12 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Sunbait (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to slow global speed by 58% * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 10 nature Changes stats: +17 Lck Changes resistances: +18% light Changes resistances penetration: +15% cold / +10% darkness / +15% light Changes damage: +15% darkness Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +3 A cap made of leather. |
Zuburiarin (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +6 Mag Changes damage: +6% temporal Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Life regen: +11.30 Maximum mana: +20.00 Damage Shield penetration: +35% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +30% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing elven-silk wizard hat of lightning (+30%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% lightning / +15% nature / +15% blight Changes damage: +20% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.defender's voratun helm of dexterity (+10) (8 def, 13 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +7% all Physical save: +15 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Plaguesage' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 21% chance to slow global speed by 58% * 10% chance to reduce damage dealt by 25% Changes stats: +8 Cun Changes resistances: +3% acid / +12% temporal / +3% lightning / +42% fire / +5% arcane / +13% cold Changes damage: +19% fire Mental save: +11 (+4 eff.) A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +6 Con Changes resistances: +10% darkness / +8% physical Changes damage: +8% physical / +10% arcane / +13% darkness Maximum hate: +8.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Activating this item is instant. 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... |
This item will automatically be transmogrified when you leave the level.grounding voratun helm of trickery (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +15% lightning / +13% temporal 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 constitution (+7) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil / +9 Con Changes resistances: +13% physical Physical save: +15 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.fearforged voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +27% Changes stats: +10 Con Changes resistances: +14% fire / -20% light / +15% darkness Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened voratun mail armour (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +12% acid / +13% physical / +13% cold / +13% lightning / +12% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of the wind (35 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +10.0% Armour: +8 Defense: +35 (+7 eff.) Fatigue: +8% Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 121 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour (29 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +29 (+6 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of lightning resistance (20 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: +20 (+4 eff.) Fatigue: +8% Changes resistances: +30% lightning / +20% light / +19% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+6 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 755.97 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 15 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
This item will automatically be transmogrified when you leave the level.Hellsgore the voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 27% chance to reduce armor by 48% Damage when hit (Melee): 6 darkness Changes stats: +9 Cun / +9 Wil Changes resistances: +6% fire / +9% darkness / +10% physical Changes resistances penetration: +25% darkness / +10% fire Changes damage: +6% acid / +12% fire Physical save: +25 (+9 eff.) Mental save: +25 (+8 eff.) Maximum life: +53.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Cun / +9 Wil Mental save: +25 (+8 eff.) Life regen: +10.00 Maximum life: +80.00 Healing mod.: +18% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fearforged voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +37% Changes stats: +9 Con Changes resistances: +14% fire / -20% light / +15% darkness Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Unsetting Sun (16 def, 20 armour, 280 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+6 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
This item will automatically be transmogrified when you leave the level.acidic voratun shield of earthen fury (0 def, 17 armour, 199.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 18 acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.corrosive dwarven-steel shield of cold resistance (+16%) (0 def, 6 armour, 79.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 15% chance to reduce armor by 48% Changes stats: +4 Con Changes resistances: +16% acid / +24% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.arcing quiver of yew arrows of annihilation (21/22, 47-65.8 power, 22 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 47.0 - 65.8 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +13.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 139 damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
462 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonhash the voratun pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 acid Changes stats: +3 Str / +6 Dex Changes resistances: +15% acid / +15% darkness Changes damage: +39% arcane / +30% darkness Movement speed: +10% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Earakhad (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +20 (+4 eff.) Armour: +6 Changes stats: +3 Str / +4 Dex / +10 Con Changes resistances: +10% darkness / +10% fire Critical mult.: +20.69% Physical save: +9 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.sapper's voratun pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str / +6 Cun Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 559 cold damage (based on your Magic) Activation costs 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 477.60 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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 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. |
7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of erosion (22/22, 67-80.4 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +19 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.barbed pouch of voratun shots of wind (23/23, 70.5-84.6 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 272 physical damage On weapon crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.deadly pouch of voratun shots of amnesia (23/23, 67.5-81 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.deadly pouch of voratun shots of grasping (21/21, 67.5-81 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 200 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.flaming pouch of voratun shots of accuracy (24/24, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +19 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 Damage (radius 1) on hit: +20 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of stralite shots of erosion (21/21, 45-54 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 200 physical damage Damage (Ranged): +17 nature / +33 physical Shots are used with slings to pummel your foes to death. |
Eclipseweeper [power 5] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +4.0% Physical power: +15 (+3 eff.) Armour: +2 Changes resistances: +6% darkness Critical mult.: +20.00% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 24 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of clear mind [power 3] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Bokadas the elven-wood totem of stinging [power 348] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +2 Dex / +2 Con Critical mult.: +30.00% Psi when hit: +0.16 Mental crit. chance: +6% It can be used to sting an enemy dealing 418 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.cleansing dragonbone totem of healing [power 420] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 420 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Murkreeve [power 252] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Changes stats: +4 Con Changes damage: +12% darkness Stamina each turn: +2.00 It can be used to create a shield absorbing up to 252 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Shadowblade the Cornac Shadowblade level 33
8th Decay 122nd year of Ascendancy at 22:43 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shadowblade the Cornac Shadowblade level 49
51st Dusk 123rd year of Ascendancy at 05:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Shadowblade the Cornac Shadowblade level 32
6th Decay 122nd year of Ascendancy at 04:33 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shadowblade the Cornac Shadowblade level 40
36th Pyre 123rd year of Ascendancy at 10:23 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Shadowblade the Cornac Shadowblade level 46
45th Dusk 123rd year of Ascendancy at 05:57 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Shadowblade the Cornac Shadowblade level 39
30th Pyre 123rd year of Ascendancy at 13:30 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Shadowblade the Cornac Shadowblade level 50
6th Decay 123rd year of Ascendancy at 03:51 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shadowblade the Cornac Shadowblade level 11
23rd Dusk 122nd year of Ascendancy at 04:04 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Shadowblade the Cornac Shadowblade level 37
11st Regrowth 123rd year of Ascendancy at 05:25 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Shadowblade the Cornac Shadowblade level 50
48th Haze 123rd year of Ascendancy at 22:42 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Shadowblade the Cornac Shadowblade level 34
5th Allure 123rd year of Ascendancy at 04:37 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Shadowblade the Cornac Shadowblade level 50
8th Decay 123rd year of Ascendancy at 03:32 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shadowblade the Cornac Shadowblade level 23
51st Haze 122nd year of Ascendancy at 08:57 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shadowblade the Cornac Shadowblade level 50
67th Haze 123rd year of Ascendancy at 13:36 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Shadowblade the Cornac Shadowblade level 50
3rd Haze 123rd year of Ascendancy at 13:38 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shadowblade the Cornac Shadowblade level 26
55th Haze 122nd year of Ascendancy at 13:28 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shadowblade the Cornac Shadowblade level 10
4th Flare 122nd year of Ascendancy at 18:31 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shadowblade the Cornac Shadowblade level 20
1st Haze 122nd year of Ascendancy at 13:03 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shadowblade the Cornac Shadowblade level 30
71st Haze 122nd year of Ascendancy at 10:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Shadowblade the Cornac Shadowblade level 40
35th Pyre 123rd year of Ascendancy at 04:30 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Shadowblade the Cornac Shadowblade level 50
61st Dusk 123rd year of Ascendancy at 01:34 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Shadowblade the Cornac Shadowblade level 50
2nd Haze 123rd year of Ascendancy at 02:38 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shadowblade the Cornac Shadowblade level 50
43rd Haze 123rd year of Ascendancy at 20:47 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shadowblade the Cornac Shadowblade level 43
4th Flare 123rd year of Ascendancy at 03:00 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Shadowblade the Cornac Shadowblade level 39
34th Pyre 123rd year of Ascendancy at 07:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shadowblade the Cornac Shadowblade level 20
9th Haze 122nd year of Ascendancy at 20:27 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shadowblade the Cornac Shadowblade level 38
27th Pyre 123rd year of Ascendancy at 02:15 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shadowblade the Cornac Shadowblade level 50
8th Decay 123rd year of Ascendancy at 03:32 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shadowblade the Cornac Shadowblade level 50
2nd Haze 123rd year of Ascendancy at 00:54 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Shadowblade the Cornac Shadowblade level 50
8th Decay 123rd year of Ascendancy at 03:32 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Shadowblade the Cornac Shadowblade level 43
13rd Dusk 123rd year of Ascendancy at 03:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shadowblade the Cornac Shadowblade level 10
6th Flare 122nd year of Ascendancy at 07:59 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shadowblade the Cornac Shadowblade level 41
55th Pyre 123rd year of Ascendancy at 17:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shadowblade the Cornac Shadowblade level 24
53rd Haze 122nd year of Ascendancy at 01:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shadowblade the Cornac Shadowblade level 17
72nd Dusk 122nd year of Ascendancy at 10:48 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shadowblade the Cornac Shadowblade level 31
4th Decay 122nd year of Ascendancy at 04:19 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Shadowblade the Cornac Shadowblade level 50
47th Haze 123rd year of Ascendancy at 03:50 see stats
Log
A shield forms around Shadowblade.
High Sun Paladin Aeryn receives 137 healing from High Sun Paladin Aeryn's healing light area effect.
Shadowblade receives 137 healing from High Sun Paladin Aeryn's healing light area effect.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Acid Splash from Argoniel hits Shadowblade for (13 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn receives 137 healing from High Sun Paladin Aeryn's healing light area effect.
Shadowblade receives 137 healing from High Sun Paladin Aeryn's healing light area effect.
Resting starts...
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn's spell attains critical power!
High Sun Paladin Aeryn receives 1802 healing.
Rested for 1 turns (stop reason: taken damage).
Shadowblade slows down.
Talent Rune: Stormshield is ready to use.
Acid Splash from Argoniel hits Shadowblade for (13 absorbed), 0 acid (0 total damage).
Shadowblade deactivates Blade Flurry.
Shadowblade deactivates Stealth.
Shadowblade deactivates Shadow Combat.
Shadowblade deactivates Blur Sight.
Shadowblade deactivates Shadow Feed.
Shadowblade deactivates Essence of Speed.
Shadowblade deactivates Trained Reactions.
Shadowblade is no longer surging arcane power.
Shadowblade deactivates Phantasmal Shield.
The shield around Shadowblade crumbles.
Shadowblade is free from the acid.






































































































































































































