Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 48 / 17% |
| Size | big |
| Lifes / Deaths | Killed by Porybreda the devourer at level 20 on the 23rd Dearth 122nd year of Ascendancy at 08:14 0 / 9Killed by Eilinudavea the orc cryomancer at level 29 on the 6th Steel 123rd year of Ascendancy at 22:18 Killed by minotaur at level 45 on the 19th Steel 124th year of Ascendancy at 12:29 Killed by Argoniel at level 47 on the 32nd Steel 124th year of Ascendancy at 04:51 Killed by Argoniel at level 47 on the 32nd Steel 124th year of Ascendancy at 07:44 Killed by Elandar at level 48 on the 32nd Steel 124th year of Ascendancy at 17:11 Killed by Elandar at level 48 on the 33rd Steel 124th year of Ascendancy at 02:57 Killed by Elandar at level 48 on the 33rd Steel 124th year of Ascendancy at 07:11 Killed by Elandar at level 48 on the 33rd Steel 124th year of Ascendancy at 07:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 99 (base 63) |
| Dexterity | 35 (base 24) |
| Constitution | 84 (base 60) |
| Magic | 13 (base 9) |
| Willpower | 82 (base 56) |
| Cunning | 29 (base 14) |
Resources
| Life | -76/1856 |
| Equilibrium | 0 |
| Stamina | 377/421 |
| Psi | 157/172 |
| Healing Factor | 1.32 |
| Regeneration | 145.1604 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 212 |
| Accuracy | 40 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48.333333333333 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Physical | +6% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +11% |
Defense: Base
| Armour (hardiness) | 55.28 (56%) |
| Defense | 26.375 |
| Ranged Defense | 26.375 |
| Fatigue | 35 |
| Physical Save | 60.98125 |
| Spell Save | 66.03125 |
| Mental Save | 48.575 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 46%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 49%( 70%) |
| Arcane | + 32%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Disarm Resistance | 27% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. Also while Heroism is active you will only die when reaching -599 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 31% for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/10 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | A flow of life spins around the target, regenerating 103.72 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | You gain 25% resistance against acid. Resolve |
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
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 |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +4. | done |
You failed to protect the lone alchemist from death by dread. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved mental save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by eldritch eye. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +1. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. The fortress shadow has asked that you come back as soon as possible. The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 858. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | dreamer's pair of voratun boots of invasion (0 def, 5 armour) dreamer's pair of voratun boots of invasion (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 Armour: +5 Fatigue: +4% Changes resistances penetration: +11% physical Physical save: +11 Spell save: +11 Mental save: +14 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dragonslayer's voratun helm of trickery (0 def, 5 armour) dragonslayer's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +11% fire / +9% cold / +11% lightning / +15% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | solipsist's voratun ring of life 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: +4 Cun / +7 Wil Life regen: +1.20 Maximum life: +75.00 Mindpower: +8 Healing mod.: +22% Rings can have magical properties. |
| On fingers | gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes stats: +8 Str / +7 Con Life regen: +1.00 Maximum life: +92.00 Healing mod.: +30% Rings can have magical properties. |
| Around waist | monstrous drakeskin leather belt of dampening monstrous drakeskin leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +6 Con Changes resistances: +8% fire / +8% cold / +8% lightning / +7% acid Physical save: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 acid / +50 slime When wielded/worn: Changes stats: +6 Str / +6 Wil Changes damage: +15% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | sand dwarven-steel gauntlets of strength (+2) (0 def, 9 armour) sand dwarven-steel gauntlets of strength (+2) (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 Armour: +9 Changes stats: +2 Str Damage when the wearer hits(melee): 5 physical Changes damage: +6% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | hardened voratun plate armour of the dragon (9 def, 23 armour) hardened voratun plate armour of the dragon (9 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 Fatigue: +26% Changes stats: +3 Str / +6 Con Changes resistances: +15% physical / +14% fire / +19% cold / +20% lightning / +18% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +20% Knockback immunity: +20% A suit of armour made of metal plates. |
| Cloak | murderer's cashmere cloak of fog (7 def, 0 armour) murderer's cashmere cloak of fog (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 Armour penetration: +5 Defense: +7 Changes stats: +1 Cun / +3 Dex Changes resistances: +10% light / +15% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing stralite amulet of healing vitalizing stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Con Physical save: +7 Cut immunity: +50% Life regen: +0.80 Maximum life: +57.00 Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Imbues your body with natural energies, healing for 209 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 5 turns) Infusion of Wild Growth (Rad 5 for 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing 10.36 physical damage and 22.49 nature damage each turn. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 307)healing infusion (heal 307) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 307 life. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (632% speed; 5 turns) movement infusion (632% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 632% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's heroism infusion (+16 for 8 turns, die at -693) psychic's heroism infusion (+16 for 8 turns, die at -693)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. Also while Heroism is active you will only die when reaching -693 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's movement infusion (912% speed; 5 turns) psychic's movement infusion (912% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 912% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's movement infusion (870% speed; 6 turns) psychic's movement infusion (870% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 870% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's heroism infusion (+17 for 7 turns, die at -633) titan's heroism infusion (+17 for 7 turns, die at -633)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 17 for 7 turns. Also while Heroism is active you will only die when reaching -633 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's wild infusion (resist 25%; cure mental) warrior's wild infusion (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 25% for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 25%; cure mental) wild infusion (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 25% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure mental) wild infusion (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 28%; cure physical)wild infusion (resist 28%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 28% for 8 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard's wild infusion (resist 17%; cure physical) wizard's wild infusion (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (478.00 temporal damage, removed from time 4 turns) Rune of the Rift (478.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 478.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Lightquake the gold amulet Lightquake the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +4 Cun Changes resistances: +13% mind Changes resistances penetration: +10% arcane / +5% light Critical mult.: +10.00% Confusion immunity: +29% Amulets can have magical properties. |
anchoring gold amulet of willpower (+4) anchoring gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +16% temporal Knockback immunity: +26% Amulets can have magical properties. |
clarifying gold amulet of constitution (+2) clarifying gold amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
cleansing gold amulet cleansing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature Poison immunity: +20% Amulets can have magical properties. |
cleansing gold amulet of constitution (+3) cleansing gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature Poison immunity: +23% Amulets can have magical properties. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
grounding steel amulet of cunning (+4) grounding steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
insulating gold amulet of vision insulating gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% cold / +13% fire Blindness immunity: +10% Infravision radius: +1 See invisible: +8 Amulets can have magical properties. |
insulating stralite amulet of the fish insulating stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% cold / +24% fire Allows you to breathe in: water Amulets can have magical properties. |
protective gold amulet of mastery (0.18 Technique / Combat training) protective gold amulet of mastery (0.18 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Talent mastery: +0.18 Technique / Combat training Physical save: +14 Amulets can have magical properties. |
savior's stralite amulet of teleportation savior's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +6 Spell save: +9 Mental save: +6 Teleport immunity: +50% It can be used to teleports your randomly (rad 34), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
warmaker's stralite amulet warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +5 Dex / +6 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Xanothra XanothraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Damage when the wearer hits(melee): 8 acid Changes resistances: +6% blight Rings can have magical properties. |
gold ring of nature (+20%) gold ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
marksman's gold ring of corrosion (+24%) marksman's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
mule's stralite ring of nature (+28%) mule's stralite ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +28% nature Changes damage: +14% nature Maximum encumberance: +27 Rings can have magical properties. |
psionicist's stralite ring of blasting psionicist's stralite ring of blastingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Damage when the wearer hits(melee): 9 lightning / 8 physical Damage when the wearer is hit: 7 lightning / 5 physical Mental save: +14 Rings can have magical properties. |
psionicist's stralite ring of light (+30%) psionicist's stralite ring of light (+30%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +30% light Changes damage: +15% light Mental save: +4 Rings can have magical properties. |
rogue's gold ring of fire (+26%) rogue's gold ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
rogue's stralite ring of darkness (+28%) rogue's stralite ring of darkness (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +28% darkness Changes damage: +14% darkness Rings can have magical properties. |
savage's gold ring of tenacity savage's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +8 Disarm immunity: +30% Pinning immunity: +29% Knockback immunity: +29% Maximum stamina: +14.00 Rings can have magical properties. |
savage's stralite ring of corrosion (+26%) savage's stralite ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +26% acid Changes damage: +13% acid Spell save: +8 Maximum stamina: +26.00 Rings can have magical properties. |
savior's stralite ring of light (+24%) savior's stralite ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Physical save: +7 Spell save: +9 Mental save: +12 Rings can have magical properties. |
sneakthief's stralite ring of corrosion (+26%) sneakthief's stralite ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +8 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
solipsist's stralite ring of blasting solipsist's stralite ring of blastingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Wil Damage when the wearer hits(melee): 10 lightning / 6 physical Damage when the wearer is hit: 9 lightning / 9 physical Mindpower: +9 Rings can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +4 Wil Life regen: +1.50 Maximum life: +56.00 Mindpower: +7 Healing mod.: +18% Rings can have magical properties. |
solipsist's stralite ring of speed solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 Defense: +5 Changes stats: +5 Cun / +7 Wil Mindpower: +9 Movement speed: +7% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 47% for 5 turns. Rings can have magical properties. |
treant's gold ring of lightning (+7%) treant's gold ring of lightning (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +24% lightning Changes damage: +12% lightning Physical save: +7 Poison immunity: +18% Disease immunity: +12% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
quick voratun battleaxe of gravity (57.5-86.25 power, 4 apr) quick voratun battleaxe of gravity (57.5-86.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 90% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +18 gravity When wielded/worn: Accuracy: +16 Changes stats: +4 Dex Changes damage: +11% physical Massive two-handed battleaxes. |
stralite battleaxe 'Flareblight' (41-61.5 power, 3 apr) stralite battleaxe 'Flareblight' (41-61.5 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage when this weapon hits: +24 mind Damage conversion: 46% lightning daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 8 nature / 8 fire Changes resistances penetration: +14% lightning It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
voratun battleaxe of shearing (56.5-84.75 power, 4 apr) voratun battleaxe of shearing (56.5-84.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +16 Changes resistances penetration: +10% physical Changes damage: +14% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Belima (36.5-47.45 power, 9 apr)Belima (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +15% mind Changes damage: +12% mind / +6% temporal Psi per kill: +3.00 Maximum psi: +30.00 Mindpower: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatmaul of nature (70.5-105.75 power, 4 apr)inquisitor's voratun greatmaul of nature (70.5-105.75 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +32 manaburn Damage conversion: 56% nature When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +17% nature Massive two-handed maul. |
Latafayn (44-70.4 power, 5 apr) Latafayn (44-70.4 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +25 drain life Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 25 power out of 25/25. This massive, flame coated greatsword was stolen from a mighty demon countless years ago, by the hero Kestin Highfin. It constantly seeks to drain and incinerate. |
This item will automatically be transmogrified when you leave the level. elemental voratun greatsword of vileness (60-96 power, 4 apr)elemental voratun greatsword of vileness (60-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage when this weapon hits: +20 blight Burst (radius 2) on crit: +28 corrupted blood Damage conversion: 22% fire / 23% cold / 27% lightning / 22% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword of vileness (64-102.4 power, 4 apr)plaguebringer's voratun greatsword of vileness (64-102.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +48 blight Burst (radius 2) on crit: +30 corrupted blood When wielded/worn: Disease immunity: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick voratun greatsword of ruin (61.5-98.4 power, 4 apr)quick voratun greatsword of ruin (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 90% When wielded/worn: Accuracy: +14 Armour penetration: +15 Physical crit. chance: +9.0% Changes stats: +9 Dex Critical mult.: +22.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword of shearing (42-58.8 power, 6 apr)plaguebringer's voratun longsword of shearing (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +16 blight When wielded/worn: Armour penetration: +8 Changes resistances penetration: +15% physical Changes damage: +12% physical Disease immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun longsword of projection (41-57.4 power, 6 apr)thunderous voratun longsword of projection (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 mind Damage conversion: 40% lightning daze When wielded/worn: Changes stats: +4 Str / +3 Dex / +2 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +9% lightning It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun mace of crippling (46.5-65.1 power, 6 apr)thunderous voratun mace of crippling (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 50% lightning daze When wielded/worn: Physical crit. chance: +15.0% Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. psychic's drakeskin leather slingpsychic's drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by psionic forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 When wielded/worn: Changes stats: +5 Cun / +6 Wil Mindpower: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of lightningsteady drakeskin leather sling of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +19 lightning When wielded/worn: Accuracy: +15 Changes damage: +21% lightning Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight damage)blighted dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +1 Command Staff +3 Ward Vim when firing critical spell: +4.00 Maximum vim: +22.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff (30-36 power, 6 apr, acid damage)dragonbone vilestaff (30-36 power, 6 apr, acid damage) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of blasting (30-36 power, 6 apr, arcane damage)surging dragonbone magestaff of blasting (30-36 power, 6 apr, arcane damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 Spell crit. chance: +5% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
monstrous hardened leather belt of valiance monstrous hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +3 Wil / +4 Con Physical save: +8 Mental save: +8 Maximum life: +54.00 Size category: +1 A belt that goes around your waist. |
rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Critical mult.: +5.00% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breath. A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 50 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: -30% arcane / +20% fire / +20% cold / +20% lightning / +20% nature / +20% darkness Changes resistances cap: -30% arcane / +5% fire / +5% cold / +5% lightning / +5% nature / +5% darkness This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. enveloping elven-silk cloak of the Shaloren (15 def, 0 armour)enveloping elven-silk cloak of the Shaloren (15 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 Changes stats: +3 Wil / +4 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of warlust (1 def, 0 armour) linen cloak of warlust (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of clarity (1 def, 6 armour) thick linen cloak of clarity (1 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of power (5 def, 0 armour)spellwoven elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +20% physical / +20% arcane / +11% fire / +20% cold / +13% lightning / +17% acid / +12% nature / +20% blight Spellpower: +10 Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of fire (+25%) (5 def, 0 armour)verdant elven-silk robe of fire (+25%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +6 Con Changes resistances: +25% fire Changes damage: +15% nature / +17% fire Life regen: +3.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +4 Defense: +2 Fatigue: +8% Changes damage: +15% blight Life regen: -0.20 Spellpower: +10 Spell crit. chance: +9% It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Spit blight at your target doing 51.20 blight damage. The damage will increase with the Magic stat These blackened boots have lost all vestige of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Voriwe (0 def, 3 armour) Voriwe (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% arcane / +6% cold / +12% nature 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. Willowsaw (0 def, 5 armour)Willowsaw (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +6% nature Allows you to breathe in: water Mental save: +6 Equilibrium when hit: +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots (0 def, 3 armour) blood-soaked pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 Armour: +3 Fatigue: +2% 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 dwarven-steel boots of strife (0 def, 4 armour) dreamer's pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Wil Physical save: +8 Spell save: +8 Mental save: +10 Mindpower: +5 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard giving you 19 extra defense for 1 turn. 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 hardened leather boots of tirelessness (0 def, 3 armour) dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +5 Spell save: +10 Mental save: +8 Stamina each turn: +0.40 Maximum stamina: +20.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. invigorating pair of drakeskin leather boots of void walking (0 def, 5 armour)invigorating pair of drakeskin leather boots of void walking (0 def, 5 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Maximum life: +57.00 Movement speed: +10% Defense after a teleport: +13 Resist all after a teleport: +9% Effect duration reduction after a teleport: +15% A pair of boots made of leather. |
reinforced pair of voratun boots of rushing (0 def, 12 armour) reinforced pair of voratun boots of rushing (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +13% fire / +10% cold / +12% lightning / +14% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots (0 def, 5 armour) wanderer's pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con Physical save: +10 Mental save: +11 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (5 def, 6 armour) Spellhunt Remnants (5 def, 6 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +6 Defense: +5 Spell save: +12 Mindpower: +12 Mental crit. chance: +5% It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
brawler's drakeskin leather gloves of butchering (0 def, 3 armour) brawler's drakeskin leather gloves of butchering (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 Physical power: +4 Armour: +3 Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +6% blight Talent cooldown: Double Strike (-1 turn) Physical save: +8 Spell save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +3 Spell save: +3 Mental save: +3 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hatherak the voratun helm (0 def, 5 armour) Hatherak the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil / +3 Cun / +6 Con Changes resistances: +9% nature / +6% blight / +3% light Disease immunity: +20% Cut immunity: +10% Mindpower: +3 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. drakeskin leather cap of absorption (0 def, 5 armour)drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina when hit: +2.90 Equilibrium when hit: +2.80 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather cap of the depths (0 def, 5 armour)grounding drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% lightning / +15% temporal Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather cap of blood magic (0 def, 5 armour)insulating drakeskin leather cap of blood magic (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Wil / +6 Mag Changes resistances: +10% cold / +11% fire Changes damage: +20% arcane / +20% blight Spell crit. chance: +4% A cap made of leather. |
leafwalker's voratun helm (0 def, 5 armour) leafwalker's voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% nature Spell save: +7 Maximum life: +110.00 Healing mod.: +19% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of dexterity (+10) (0 def, 5 armour)thaloren drakeskin leather cap of dexterity (+10) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex / +2 Wil Mental save: +9 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. werebeast's voratun helm of strength (+11) (0 def, 5 armour)werebeast's voratun helm of strength (+11) (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Str / +2 Dex / +4 Cun / +3 Con Changes resistances: -29% light Life regen: +2.80 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. Brandlord (5 def, 10 armour)Brandlord (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +3 Wil / +7 Mag Changes resistances: +24% fire Mana when firing critical spell: +4.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of delving (5 def, 30 armour)impenetrable voratun mail armour of delving (5 def, 30 armour) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 Fatigue: +16% Changes stats: +9 Str Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with the Cunning stat A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 29 armour) Cuirass of the Thronesmen (20 def, 29 armour)Requires: - Strength 44 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
This item will automatically be transmogrified when you leave the level. Plate of the Blackened Mind (15 def, 20 armour)Plate of the Blackened Mind (15 def, 20 armour) Requires: - Strength 48 - Talent Armour Training (level 4) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 % chances to cause a gloom effect Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2.50 Travel Speed: instantaneous Description: Turn your attention to a nearby foe and dominate them with your overwhelming presence. If the target fails to save versus Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 13 armor, 19 defense and your attacks will gain 33% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with the Strength stat. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of command (21 def, 24 armour)searing voratun plate armour of command (21 def, 24 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +21 Fatigue: +26% Changes stats: +4 Cun Damage when the wearer hits(melee): 14 acid / 11 fire Damage when the wearer is hit: 14 acid / 14 fire Mental save: +19 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of command (16 def, 25 armour)searing voratun plate armour of command (16 def, 25 armour) Requires: - Strength 60 - Talent Armour Training (level 4) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +16 Fatigue: +26% Changes stats: +3 Cun Damage when the wearer hits(melee): 15 acid / 14 fire Damage when the wearer is hit: 14 acid / 14 fire Mental save: +21 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. coruscating voratun shield of the earth (12 def, 16 armour, 190.5 block)coruscating voratun shield of the earth (12 def, 16 armour, 190.5 block) Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +16 Armour Hardiness: +7% Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +4 Str Damage when the wearer is hit: 17 fire Changes resistances: +16% fire Talent granted: +5 Block It can be used to activate talent Stone Wall, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: 7.00 Travel Speed: instantaneous Is Spell: true Description: Entomb yourself in a wall of stone for 3 turns. At level 4 it becomes targetable. Duration will improve with your Spellpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. spellplated voratun shield of harmony (12 def, 3 armour, 203.5 block)spellplated voratun shield of harmony (12 def, 3 armour, 203.5 block) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +5 Wil Talent mastery: +0.40 Wild-gift / Harmony Talent granted: +5 Block Spell save: +9 Mental save: +13 It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns all poisons and diseases will heal you instead of damaging you. When activated it also heals you for 33 life per diseases or poisons on you. The healing will increase with your Willpower stat. Handheld deflection devices |
Goedalath Rock Goedalath RockPowered by arcane forces 0.00 Encumbrance. Type: gem / black ; tier 5 When carried: Damage when the wearer is hit: 34 healing Mental save: -18 Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 Damage when the wearer is hit: 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
393 alchemist agate 393 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. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
58 alchemist bloodstone 58 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of erosion (20/20, 52.5-63 power, 6 apr)pouch of voratun shots of erosion (20/20, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 Damage when this weapon hits(ranged): +16 nature / +13 temporal Shots are used with slings to pummel your foes to death. |
Ragitir of mindblast [power 144] (6 cooldown) Ragitir of mindblast [power 144] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +15% physical Critical mult.: +10.00% Maximum life: +50.00 It can be used to fire a blast of psionic energies in a beam (dam 72-144), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 56 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of kinetic psionic shield [power 13] (20 cooldown) iron torque of kinetic psionic shield [power 13] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 13 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of kinetic psionic shield [power 55] (20 cooldown) psionic stralite torque of kinetic psionic shield [power 55] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical and acid damage by 55 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chances to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield [power 53] (20 cooldown) voratun torque of charged psionic shield [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning and blight damage by 53 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 32] (20 cooldown) elven-wood totem of thorny skin [power 32] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to hardens the skin for 6 turns increasing armour by 32 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled yew totem of thorny skin [power 24] (20 cooldown) tentacled yew totem of thorny skin [power 24] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 24 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
13 amber 13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rob the Dwarf Berserker level 25
25th Shortage 122nd year of Ascendancy at 19:20 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Rob the Dwarf Berserker level 19
17th Wealth 122nd year of Ascendancy at 10:45 see stats
Arachnophobia
Destroyed the spydric menace.By Rob the Dwarf Berserker level 29
2nd Steel 123rd year of Ascendancy at 03:21 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rob the Dwarf Berserker level 32
16th Stralite 123rd year of Ascendancy at 06:37 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Rob the Dwarf Berserker level 44
16th Iron 124th year of Ascendancy at 12:44 see stats
Brave new world
Went to the Far East and took part in the war.By Rob the Dwarf Berserker level 28
29th Iron 123rd year of Ascendancy at 11:07 see stats
Demonic Invasion
Stop a demonic invasion by closing their portal.By Rob the Dwarf Berserker level 29
5th Steel 123rd year of Ascendancy at 17:06 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rob the Dwarf Berserker level 26
13rd Iron 123rd year of Ascendancy at 19:29 see stats
Dragon's Greed
Amass 8000 gold pieces.By Rob the Dwarf Berserker level 44
5th Steel 124th year of Ascendancy at 05:52 see stats
Exterminator
Killed 1000 creaturesBy Rob the Dwarf Berserker level 20
2nd Dearth 122nd year of Ascendancy at 10:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rob the Dwarf Berserker level 20
2nd Dearth 122nd year of Ascendancy at 10:29 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Rob the Dwarf Berserker level 31
4th Stralite 123rd year of Ascendancy at 01:11 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rob the Dwarf Berserker level 21
24th Dearth 122nd year of Ascendancy at 10:43 see stats
Level 10
Got a character to level 10.By Rob the Dwarf Berserker level 10
1st Profit 122nd year of Ascendancy at 02:28 see stats
Level 20
Got a character to level 20.By Rob the Dwarf Berserker level 20
1st Dearth 122nd year of Ascendancy at 14:08 see stats
Level 30
Got a character to level 30.By Rob the Dwarf Berserker level 30
8th Steel 123rd year of Ascendancy at 01:51 see stats
Level 40
Got a character to level 40.By Rob the Dwarf Berserker level 40
16th Dearth 123rd year of Ascendancy at 06:38 see stats
Orcrist
Killed the leaders of the Orc Pride.By Rob the Dwarf Berserker level 41
23rd Dearth 123rd year of Ascendancy at 01:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rob the Dwarf Berserker level 13
26th Profit 122nd year of Ascendancy at 00:27 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Rob the Dwarf Berserker level 33
39th Stralite 123rd year of Ascendancy at 00:16 see stats
Size matters
Do over 600 damage in one attackBy Rob the Dwarf Berserker level 28
14th Iron 123rd year of Ascendancy at 04:31 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rob the Dwarf Berserker level 27
13rd Iron 123rd year of Ascendancy at 21:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Rob the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 07:21 see stats
That was close
Kill your target while having only 1 life left.By Rob the Dwarf Berserker level 30
8th Steel 123rd year of Ascendancy at 17:05 see stats
The Arena
Unlocked Arena mode.By Rob the Dwarf Berserker level 10
1st Profit 122nd year of Ascendancy at 02:45 see stats
The sky is falling!
See a huge meteor falling down the sky.By Rob the Dwarf Berserker level 42
5th Loss 123rd year of Ascendancy at 08:56 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Rob the Dwarf Berserker level 33
37th Stralite 123rd year of Ascendancy at 01:40 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Rob the Dwarf Berserker level 21
27th Dearth 122nd year of Ascendancy at 11:39 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Rob the Dwarf Berserker level 33
38th Stralite 123rd year of Ascendancy at 05:11 see stats
Treasure Hunter
Amass 1000 gold pieces.By Rob the Dwarf Berserker level 25
9th Iron 123rd year of Ascendancy at 10:48 see stats
Unstoppable
Has returned from the dead.By Rob the Dwarf Berserker level 48
33rd Steel 124th year of Ascendancy at 07:12 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rob the Dwarf Berserker level 24
22nd Shortage 122nd year of Ascendancy at 11:32 see stats
Log
Uruivellas hits skeleton archer for 65 fire damage.
Uruivellas hits uruivellas for 68 fire damage.
Uruivellas hits Argoniel for 36 fire damage.
Uruivellas hits Rob for 23 fire damage.
Uruivellas hits skeleton archer for 65 fire damage.
Uruivellas hits uruivellas for 45 fire damage.
Uruivellas hits Argoniel for 37 fire damage.
Skeleton archer uses Reload.
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
Rob is invigorated by the attack!
Elandar hits Rob for 148 darkness damage.
Elandar hits Argoniel for 132 darkness damage.
Rob feels pain again.
Argoniel casts Dark Surprise.
Argoniel performs a critical strike!
Rob is invigorated by the attack!
Rob is invigorated by the attack!
Argoniel drains life from Rob!
Rob hits Argoniel for 12 fire, 10 nature damage (total 21.94).
Argoniel hits Rob for 52 physical, 10 arcane, 26 blight damage (total 87.02).
Rob is invigorated by the attack!
Uruivellas hits Rob for 134 physical, 11 acid damage (total 143.86).
Rob hits uruivellas for 15 fire, 25 nature damage (total 39.70).
Skeleton archer speeds up.
Rob rushes out!
Elandar casts Manathrust.
Saving done.
Saving done.
Saving game...
