Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Extended Auto-use 1.1.5Adds additional options to talent auto-use |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Possessor |
Level / Exp | 50 / 1651% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 927.815 (base 64) |
Dexterity | 72.09 (base 26) |
Constitution | 25 (base 12) |
Magic | 174.584 (base 60) |
Willpower | 100 (base 61) |
Cunning | 81.701 (base 25) |
Resources
Equilibrium | 26 |
Life | 7105/13978 |
Positive | 20/177 |
Stamina | 492/492 |
Psi | 573/573 |
Healing Factor | 1.6653846153845 |
Regeneration | 11.241346153845 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4175.4785% |
Spell | 0% |
Global | +183.93391521197% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 69.306268256821 |
See Invisible | 69.306268256821 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 2077 |
Accuracy | 91 |
Crit Chance | 94% |
APR | 107 |
Speed | 1.00 |
Offense: Offhand
Damage | 156 |
Accuracy | 96 |
Crit Chance | 91% |
APR | 135 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 157 |
Crit Chance | 59% |
Speed | 1 |
Offense: Damage Bonus
Acid | -5% |
Physical | +130% |
Cold | -5% |
All | -24% |
Darkness | -5% |
Temporal | +11% |
Mind | 0% |
Lightning | +6% |
Fire | +8% |
Nature | -8% |
Offense: Damage Penetration
Lightning | +53% |
Temporal | +55% |
Physical | +136% |
Darkness | +52% |
All | +24% |
Defense: Base
Armour (hardiness) | 167.62418432658 (100%) |
Defense | 65 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 98.32 |
Spell Save | 80.08 |
Mental Save | 74 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 60%( 70%) |
Arcane | + 54%( 75%) |
Cold | + 70%( 70%) |
All | + 46%( 70%) |
Darkness | + 70%( 70%) |
Lightning | + 60%( 70%) |
Temporal | + 62%( 70%) |
Physical | + 67%( 70%) |
Mind | + 50%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 14% |
Blind Resistance | 19% |
Silence Resistance | 59% |
Bleed Resistance | 14% |
Teleport Resistance | 41% |
Disarm Resistance | 51% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 4175% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 942 damage for 8 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4260 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Psionic / Possession | 1.69 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 4/5 |
| 13/5 |
| 7/5 |
Psionic / Battle psionics | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 4/5 |
| 13/5 |
| 2/5 |
| 4/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 11/5 |
| 5/5 |
| 0/5 |
| 9/5 |
| 13/5 |
| 8/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 13/5 |
| 8/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Force Shield |
talent | Psionic Disruption |
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Channel Pain |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
beneficial effect | The target is surrounded by a magical shield, absorbing 1352/1352 damage before it crumbles. Damage Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+64% global speed). Clarity |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | Moving at extreme speed (4175% faster). Any action other than movement will cancel it. Wild Speed |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | On death will restore to the source up to 2 times the vim's worth. Bleak Outcome |
beneficial effect | The target is able to burrow into walls, and additionally has 36 more APR and 18% more physical resistance penetration. Burrow |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | The target has 34% chance to evade melee and ranged attacks and gains 36 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Elatha the snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by teluvorta. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1651. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) =TP up= Aetherwalk (6 def, 0 armour) =TP up=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 9 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | Zuboriath =27 tele= Zuboriath =27 tele=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +2 Wil Changes resistances: +6% acid / +10% cold / +10% temporal Changes resistances penetration: +15% temporal Changes damage: +6% mind / +15% temporal Grants telepathy: Dragon Critical mult.: +20.00% Psi when hit: +0.12 Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Camuroddaran the Fogripper (6 def, 0 armour) =DSP 15= Camuroddaran the Fogripper (6 def, 0 armour) =DSP 15=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances: +6% acid / +3% temporal / +9% darkness Changes damage: +9% mind Pinning immunity: +15% Teleport immunity: +20% Life regen: +5.90 Equilibrium when hit: +2.28 Psi when hit: +3.00 Hate when hit: +3.00 Spellpower: +6 (+1 eff.) Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
On hands | Relgirobers the hardened leather gloves (0 def, 2 armour) =disperse= Relgirobers the hardened leather gloves (0 def, 2 armour) =disperse=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 acid / 6 cold / 6 fire / 9 arcane / 5 lightning Changes stats: +3 Str / +8 Mag / +11 Wil / +3 Con Changes resistances: +5% arcane Talent mastery: +0.20 Technique / Grappling Mental save: +20 (+5 eff.) Disarm immunity: +23% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 ice / +12 temporal / +9 acid / +9 fire / +7 arcane / +10 lightning It can be used to activate talent Disperse Magic, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Bogpiety the dwarven-steel pickaxe (dig speed 25 turns) Bogpiety the dwarven-steel pickaxe (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +15.0% Physical power: +12 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +10 Str / +8 Wil Changes resistances: +6% nature Critical mult.: +9.00% Life regen: +0.60 Only die when reaching: -40.00 life Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Olyyabers the Daywarden =55 hm= Olyyabers the Daywarden =55 hm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 24 mind Changes damage: +12% mind Physical save: +16 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +16 (+4 eff.) Maximum life: +30.00 Maximum stamina: +20.00 Light radius: +3 Healing mod.: +55% Rings can have magical properties. |
Around neck | warrior's gold amulet of mastery (0.19 Psionic / Possession) =heck yeah= warrior's gold amulet of mastery (0.19 Psionic / Possession) =heck yeah=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% physical Talent mastery: +0.19 Psionic / Possession Stamina each turn: +0.50 Amulets can have magical properties. |
In main hand | voratun battleaxe 'Bokildil' (171% power, 4 apr) =slow proj crip= voratun battleaxe 'Bokildil' (171% power, 4 apr) =slow proj crip=Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +21 temporal / +28 nature When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% lightning / +6% cold / +9% mind / +6% nature Massive two-handed battleaxes. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 11 power out of 19/30) : Effective talent level: 4.0 Power cost: 11 out of 19/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | honing pulsing mindstar of sand (107% power, 32 apr, mind damage) =UPGR= honing pulsing mindstar of sand (107% power, 32 apr, mind damage) =UPGR=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +23% physical Changes resistances penetration: +23% physical Changes damage: +26% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 36 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | battlemaster's cashmere cloak of backstabbing (2 def, 0 armour) =0.4 combat training OP= battlemaster's cashmere cloak of backstabbing (2 def, 0 armour) =0.4 combat training OP=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Talent mastery: +0.40 Technique / Combat training Critical mult.: +22.00% Stealth bonus: +10 Spell save: -22 (-2 eff.) Stamina each turn: +0.60 Mana each turn: -0.36 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Black Plate (25 def, 35 armour) =pain= The Black Plate (25 def, 35 armour) =pain=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+1 eff.) Spell save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 6 power out of 15/15) : Effective talent level: 3.6 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
Primal Infusion (affinity 13%; cure magical, physical, mental) Primal Infusion (affinity 13%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 339) healing infusion of the psychic (heal 339)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 2981) healing infusion of the warrior (heal 2981)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2981 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 2931) healing infusion of the warrior (heal 2931)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 2931 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 577) healing infusion of the wizard (heal 577)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 577 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the duelist (+21 for 13 turns, die at -971) heroism infusion of the duelist (+21 for 13 turns, die at -971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 13 turns. While Heroism is active, you will only die when reaching -971 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+24 for 10 turns, die at -749) heroism infusion of the psychic (+24 for 10 turns, die at -749)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -749 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the warrior (+175 for 10 turns, die at -5570) heroism infusion of the warrior (+175 for 10 turns, die at -5570)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 175 for 10 turns. While Heroism is active, you will only die when reaching -5570 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (974% speed; 7 turns) movement infusion of the psychic (974% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 974% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the sneak (867% speed; 8 turns) movement infusion of the sneak (867% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 867% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1144% speed; 8 turns) movement infusion of the wizard (1144% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1144% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the wizard (1063% speed; 6 turns) movement infusion of the wizard (1063% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1063% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 833 over 5 turns) regeneration infusion of the duelist (heal 833 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 833 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 660 over 5 turns) regeneration infusion of the sneak (heal 660 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 660 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 4200 over 5 turns) regeneration infusion of the warrior (heal 4200 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4200 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 4492 over 5 turns) regeneration infusion of the warrior (heal 4492 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 4492 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 1224 over 5 turns) regeneration infusion of the wizard (heal 1224 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1224 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure mental, physical) wild infusion (resist 22%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental, magical)wild infusion (resist 30%; cure mental, magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 25%; cure magical) wild infusion of the duelist (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 31%; cure mental, magical) wild infusion of the psychic (resist 31%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 34%; cure physical) wild infusion of the psychic (resist 34%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure magical) wild infusion of the titan (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 151%; cure physical) wild infusion of the warrior (resist 151%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 151% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 144%; cure physical) wild infusion of the warrior (resist 144%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 144% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (127 acid damage; disarm 5 turns with power 22)acid wave rune (127 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 127.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 9) controlled phase door rune of the titan (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 14; power 43; dur 3) phase door rune of the duelist (range 14; power 43; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 642 for 5 turns) shielding rune of the duelist (absorb 642 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 642 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 600 for 6 turns) shielding rune of the psychic (absorb 600 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 741 for 7 turns) shielding rune of the psychic (absorb 741 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 741 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 608 for 6 turns) shielding rune of the sneak (absorb 608 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 608 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 29; see demon)vision rune (radius 17; dur 29; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 26) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Anaradan =nice one= Anaradan =nice one=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+3 eff.) Physical power: +10 (+1 eff.) Defense: +17 (+4 eff.) Fatigue: -9% Changes stats: +9 Dex / +8 Cun / +11 Con / +11 Lck Changes resistances: +26% lightning Changes resistances penetration: +5% physical / +10% temporal Stun/Freeze immunity: +44% Life regen: +1.30 Stamina each turn: +1.60 Movement speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Blindguile the voratun amulet =50 blind= Blindguile the voratun amulet =50 blind=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes stats: +8 Wil Changes resistances: +40% light / +30% darkness Mental save: +21 (+5 eff.) Blindness immunity: +50% Mindpower: +16 (+2 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
Ce'Nubrelaith the Glintwish Ce'Nubrelaith the GlintwishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +4.0% Armour: +6 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 12 light Changes stats: +2 Cun / +10 Mag Changes resistances: +26% lightning Changes damage: +21% light Stun/Freeze immunity: +50% See invisible: +9 Healing mod.: +20% Amulets can have magical properties. |
Elutira the copper amulet =WEAR= Elutira the copper amulet =WEAR=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +1 Str / +2 Dex / +3 Cun Changes damage: +9% physical Maximum life: +20.00 Maximum stamina: +10.00 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 11 power out of 30/30) : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 37% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Xanorawe the Daystone Xanorawe the DaystoneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Fatigue: -10% Damage when hit (Melee): 16 light Changes stats: +9 Dex / +10 Cun / +9 Con Changes resistances: +2% physical Changes damage: +6% light Critical mult.: +9.00% Physical save: +40 (+2 eff.) Life regen: +1.50 Stamina each turn: +0.90 Movement speed: +10% Healing mod.: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Zemekkys' Broken Hourglass =OP= Zemekkys' Broken Hourglass =OP=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 18 power out of 80/80) : Effective talent level: 1.0 Power cost: 18 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
grounding voratun amulet of the eclipse =50 stun= grounding voratun amulet of the eclipse =50 stun=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +29% lightning Changes damage: +12% light / +13% darkness Stun/Freeze immunity: +50% Amulets can have magical properties. |
protective stralite amulet =6rescap= protective stralite amulet =6rescap=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Changes resistances cap: +6% all Physical save: +17 (+1 eff.) Amulets can have magical properties. |
protective stralite amulet of vision protective stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Changes resistances cap: +6% all Physical save: +23 (+1 eff.) Blindness immunity: +34% Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +19 (+5 eff.) Changes stats: +20 Lck Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
starseer's voratun amulet of murder =8 pd 19 cm= starseer's voratun amulet of murder =8 pd 19 cm=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Changes stats: +6 Mag Changes damage: +8% light / +7% temporal / +6% darkness / +8% physical Critical mult.: +19.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet of constitution (+8) =16con= wanderer's stralite amulet of constitution (+8) =16con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +9 Cun / +16 Con Life regen: +0.90 Stamina each turn: +1.00 Movement speed: +10% 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 4 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Chargeresolve the stralite ring =30 ppen= Chargeresolve the stralite ring =30 ppen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Con Changes resistances: +36% lightning Changes resistances penetration: +20% lightning / +30% physical Changes damage: +18% lightning Physical save: +9 (+0 eff.) Life regen: +1.00 Only die when reaching: -80.00 life Maximum life: +60.00 Healing mod.: +15% Rings can have magical properties. |
Exiler =10 pdam= Exiler =10 pdam=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 116.42 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 12 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Getarogund =10con= Getarogund =10con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +6 Wil / +3 Cun / +10 Con Changes resistances penetration: +20% mind Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +38.00 Maximum psi: +30.00 Mental crit. chance: +3% Rings can have magical properties. |
Gloremira the Nimbusmoon =15 tele= Gloremira the Nimbusmoon =15 tele=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +6 Cun / +3 Con Changes resistances: +28% light Changes resistances penetration: +20% temporal Changes damage: +14% light / +9% lightning Spell save: +12 (+1 eff.) Maximum stamina: +28.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+2 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Grinusagrim =stun 50= Grinusagrim =stun 50=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 45% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% cold Poison immunity: +15% Cut immunity: +15% Silence immunity: +38% Disarm immunity: +20% Stun/Freeze immunity: +50% Mana each turn: +0.28 Only die when reaching: -91.00 life Rings can have magical properties. |
Pitchradiance =35stun= Pitchradiance =35stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +3 Dex / +3 Mag / +6 Cun Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness Stun/Freeze immunity: +35% Life regen: +2.40 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Samyhor =WEAR= Samyhor =WEAR=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Mag Critical mult.: +15.00% Spell save: +15 (+1 eff.) Blindness immunity: +44% Equilibrium when hit: +0.16 Maximum mana: +100.00 Maximum hate: +11.00 Maximum vim: +56.00 Spell crit. chance: +3% Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties. |
Splendourclash =10tele 30conf= Splendourclash =10tele 30conf=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +7 Mag Changes resistances penetration: +15% light Mental save: +7 (+2 eff.) Confusion immunity: +30% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Starmaster the gold ring Starmaster the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +7 Mag / +13 Wil / +7 Cun Changes resistances: +5% arcane / +12% light Spell save: +6 (+0 eff.) Silence immunity: +38% Mana each turn: +0.28 Spellpower: +11 (+2 eff.) Mindpower: +11 (+1 eff.) Light radius: +2 Rings can have magical properties. |
Toxinblur ToxinblurInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances: +28% nature Changes resistances penetration: +25% nature / +5% temporal Changes damage: +26% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 4.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 164.79 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +8 Cun / +8 Wil Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +15% light Changes damage: +9% darkness / +7% all Life regen: +1.70 Maximum life: +81.00 Spellpower: +17 (+3 eff.) Mindpower: +30 (+3 eff.) Light radius: +2 Healing mod.: +26% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
painweaver's voratun ring of arcana(+0.40/turn) painweaver's voratun ring of arcana(+0.40/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Changes damage: +6% all Silence immunity: +50% Mana each turn: +0.40 Spellpower: +20 (+4 eff.) Mindpower: +19 (+2 eff.) Rings can have magical properties. |
pixie's voratun ring of clarity pixie's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Mental save: +12 (+3 eff.) Confusion immunity: +50% Spellpower: +15 (+3 eff.) Rings can have magical properties. |
steel ring 'Phlegmnull' steel ring 'Phlegmnull'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +14% mind / +20% nature Changes resistances penetration: +15% nature / +20% mind Changes damage: +20% mind Rings can have magical properties. |
stralite ring 'Bogfear' stralite ring 'Bogfear'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 34% Damage when hit (Melee): 22 acid Changes resistances: +12% acid / +36% fire Changes damage: +15% nature / +18% fire Critical mult.: +20.00% Mental save: +34 (+8 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +8% Rings can have magical properties. |
stralite ring 'Nimbusstinger' stralite ring 'Nimbusstinger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +9 Str / +9 Con Changes resistances: +6% arcane Changes resistances penetration: +30% lightning Cut immunity: +15% Knockback immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
stralite ring of perseverance stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +34% Life regen: +2.30 Rings can have magical properties. |
voratun ring 'Ivenn' voratun ring 'Ivenn'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Changes resistances: +30% acid / +25% cold / +30% fire / +20% mind / +23% lightning Changes damage: +29% mind Mental save: +23 (+6 eff.) Confusion immunity: +50% Equilibrium when hit: +0.04 Maximum psi: +59.00 Spellpower: +15 (+3 eff.) Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
voratun ring 'Xeronne' =10 ppen= voratun ring 'Xeronne' =10 ppen=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 24% chance to disease Changes stats: +7 Str / +8 Dex Changes resistances: +3% physical / +40% fire Changes resistances penetration: +10% physical Changes damage: +20% fire Maximum life: +20.00 Maximum stamina: +20.00 Rings can have magical properties. |
warrior's voratun ring of life warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +9 Str Life regen: +2.00 Maximum life: +84.00 Healing mod.: +29% Rings can have magical properties. |
wizard's gold ring of speed wizard's gold ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+0 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
Khulmanar's Wrath (182% power, 8 apr) Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 1069.26 fire damage, and flames will be left dealing a further 258.00 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
This item will automatically be transmogrified when you leave the level. elemental voratun battleaxe (170% power, 4 apr)elemental voratun battleaxe (170% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +20% acid / +21% fire / +24% lightning / +24% cold Massive two-handed battleaxes. |
warbringer's voratun battleaxe of ruin (168% power, 4 apr) warbringer's voratun battleaxe of ruin (168% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +16.0% Physical power: +21 (+2 eff.) Changes stats: +10 Con Changes resistances penetration: +21% physical Critical mult.: +26.00% Disarm immunity: +43% Massive two-handed battleaxes. |
Hellssteel (161% power, 9 apr) Hellssteel (161% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 53% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 fire Changes resistances: +9% fire / +6% arcane / +20% temporal Changes resistances penetration: +20% temporal Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Sharp, short and deadly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 40% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.58 acid and 13.36 blight damage. If not cleared after five turns it will inflict 75.84 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of daylight (146% power, 9 apr)plaguebringer's voratun dagger of daylight (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +16 blight / +16 light Damage against: +20% Undead When wielded/worn: Disease immunity: +26% Sharp, short and deadly. |
truestriking voratun dagger of projection (148% power, 9 apr) truestriking voratun dagger of projection (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Sharp, short and deadly. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 2299.31 to 6897.92 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 6702.05 to 13404.09 physical damage (based on Strength) to each, costing 18 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
hateful voratun greatmaul of shearing (181% power, 4 apr) hateful voratun greatmaul of shearing (181% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +28 darkness Damage against: +23% Living When wielded/worn: Armour penetration: +21 Changes resistances penetration: +20% physical Changes damage: +20% physical Massive two-handed mauls. |
quick voratun greatmaul of projection (178% power, 4 apr) quick voratun greatmaul of projection (178% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +7 Dex Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatmaul of crippling (179% power, 4 apr)truestriking voratun greatmaul of crippling (179% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Physical crit. chance: +14.0% Changes resistances penetration: +19% physical Massive two-handed mauls. |
warbringer's voratun greatmaul of shearing (176% power, 4 apr) warbringer's voratun greatmaul of shearing (176% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical power: +19 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +42% physical Changes damage: +21% physical Disarm immunity: +48% Massive two-handed mauls. |
Blazedredge the voratun greatsword (192% power, 4 apr) Blazedredge the voratun greatsword (192% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 192% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +10 Con Changes resistances penetration: +21% physical Critical mult.: +28.00% Disarm immunity: +49% Massive two-handed swords. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 62 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 11 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun greatsword of dampening (175% power, 4 apr)thought-forged voratun greatsword of dampening (175% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom Damage (Melee): +35 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil Changes resistances: +23% acid / +24% fire / +24% lightning / +24% cold Spell save: +19 (+2 eff.) Massive two-handed swords. |
Brenomnir the Glareterror =TW= Brenomnir the Glareterror =TW=Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +23.0% Physical power: +23 (+2 eff.) Fatigue: -6% Changes stats: +11 Str Changes resistances: +3% light Changes resistances penetration: +38% physical Changes damage: +27% physical Grants telepathy: Dragon Critical mult.: +5.00% Light radius: +3 See invisible: +6 Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+4 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 3 power out of 8/8) : Effective talent level: 2.6 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 158% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
blazebringer's dragonbone longbow of power blazebringer's dragonbone longbow of powerRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +50 fire When wielded/worn: Changes resistances penetration: +32% physical / +23% fire Changes damage: +33% physical Global speed: +8% Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Flamemaim' =62 pdam= dragonbone longbow 'Flamemaim' =62 pdam=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 fire Burst (radius 2) on crit: +6 physical When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +8 (+1 eff.) Changes resistances: +6% fire Changes damage: +33% fire / +62% physical Talents cooldown: Fragmentation Shot (-4 turns) Pin Down (-2 turns) Maximum encumbrance: +30 Longbows are used to shoot arrows at your foes. |
warden's elven-wood longbow =SWAP= warden's elven-wood longbow =SWAP=Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Ammo reloads per turn: +6 Changes stats: +6 Mag Changes resistances penetration: +8% temporal / +14% physical Changes damage: +11% temporal / +12% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Silelaith (153% power, 6 apr)Silelaith (153% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane Burst (radius 1) on hit: +16 blight / +19 fire When wielded/worn: Effects on melee hit: * 33% chance to disease * 60% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str Changes resistances penetration: +15% temporal Changes damage: +24% blight Light radius: +5 Infravision radius: +5 See invisible: +18 Sharp, long, and deadly. |
Zanuchak the voratun longsword (153% power, 6 apr) Zanuchak the voratun longsword (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease On weapon crit: * cripple the target Damage (Melee): +19 blight When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+1 eff.) Changes stats: +7 Con Changes resistances penetration: +10% blight / +15% physical / +20% arcane Changes damage: +15% arcane Spell save: +9 (+1 eff.) Disease immunity: +27% Disarm immunity: +35% Maximum mana: +80.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword of crippling (140% power, 5 apr)stralite longsword of crippling (140% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Oloregolin (166% power, 6 apr)Oloregolin (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Physical crit. chance: +29.0% Armour: +12 Damage when hit (Melee): 16 acid / 8 physical Changes stats: +3 Str / +2 Con Changes damage: +6% physical Critical mult.: +19.00% Physical save: +15 (+1 eff.) Stamina each turn: +0.60 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Blindpeal the living mindstar (114% power, 40 apr, mind damage)Blindpeal the living mindstar (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 50% chance to blind Changes resistances: +18% blight Changes resistances penetration: +25% arcane / +20% blight Changes damage: +15% arcane / +9% lightning Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +16% Light radius: +5 Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dremagathel (107% power, 32 apr, mind damage) =slow= Dremagathel (107% power, 32 apr, mind damage) =slow=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to corrode armour by 30% Burst (radius 2) on crit: +12 acid When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% acid / +9% temporal / +9% physical Changes resistances penetration: +15% acid / +9% physical Changes damage: +9% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lustretrial the living mindstar (113% power, 40 apr, nature damage) =ll 24= Lustretrial the living mindstar (113% power, 40 apr, nature damage) =ll 24=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This honing mindstar will focus other psionic mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 8 light / 4 arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +6% arcane / +10% physical Changes resistances penetration: +7% physical Changes damage: +12% darkness / +10% physical Life regen: +1.40 Hate when firing a critical mind attack: +6.00 Maximum life: +35.00 Maximum hate: +22.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Light radius: +4 Life leech chance: +24% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Silerimina (96% power, 24 apr, nature damage) Silerimina (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 96% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 physical Changes stats: +4 Cun / +5 Mag Changes resistances: +12% acid / +14% physical / +6% arcane / +15% fire Changes resistances penetration: +14% physical Changes damage: +13% physical Spell save: +36 (+3 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Light radius: +3 See invisible: +21 It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 36 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of sand (114% power, 40 apr, mind damage) =UPGR= creative living mindstar of sand (114% power, 40 apr, mind damage) =UPGR=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes stats: +8 Cun Changes resistances: +19% physical Changes resistances penetration: +20% physical Changes damage: +18% physical Critical mult.: +21.00% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 36 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of sand (112% power, 40 apr, nature damage) =UPGRD= gifted living mindstar of sand (112% power, 40 apr, nature damage) =UPGRD=Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +17% physical Changes resistances penetration: +16% physical Changes damage: +13% physical Mindpower: +16 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 36 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar (112% power, 40 apr, mind damage) =ll= parasitic living mindstar (112% power, 40 apr, mind damage) =ll=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +5.00 Maximum hate: +25.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +23% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of sand (107% power, 32 apr, mind damage) pulsing mindstar of sand (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 physical Changes resistances: +16% physical Changes resistances penetration: +15% physical Changes damage: +13% physical Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 36 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of resolve (115% power, 40 apr, mind damage) =resonance= resonating living mindstar of resolve (115% power, 40 apr, mind damage) =resonance=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +7% mind Changes resistances penetration: +8% mind Changes damage: +8% mind Physical save: +8 (+0 eff.) Psi when hit: +1.50 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of true flightdrakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +13.0% Slings are used to hurl stones or metal shots at your foes. |
glacial drakeskin leather sling of power glacial drakeskin leather sling of powerRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +13 cold When wielded/worn: Armour: +15 Changes resistances penetration: +19% physical / +12% cold Changes damage: +22% physical Slings are used to hurl stones or metal shots at your foes. |
warden's drakeskin leather sling of recursion =SWAP= warden's drakeskin leather sling of recursion =SWAP=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +5 Changes stats: +7 Mag Changes resistances penetration: +10% temporal / +15% physical Changes damage: +10% temporal / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Poxbrand the dragonbone magestaff (136% power, 6 apr, lightning element) Poxbrand the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 56% Damage (Melee): +8 temporal When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% temporal / +15% darkness / +6% fire Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +23% Defense after a teleport: +28 Resist all after a teleport: +25% New effects duration reduction after a teleport: +36% Reduces paradox anomalies(equivalent to willpower): +22 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 183.85 to 220.62 lightning damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Xeredhetha the Prismtyphoon (129% power, 5 apr, fire element) =48 cr mu= Xeredhetha the Prismtyphoon (129% power, 5 apr, fire element) =48 cr mu=Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 16 light Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +25% light Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +48.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's ash vilestaff of channeling (111% power, 3 apr, blight element)bloodlich's ash vilestaff of channeling (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Cun / +5 Con Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Mana each turn: +0.22 Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +32.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 11 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of wizardry (136% power, 6 apr, lightning element)dragonbone magestaff of wizardry (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +103.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Tuleromirig' (136% power, 6 apr, temporal element) dragonbone starstaff 'Tuleromirig' (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +9% darkness / +12% temporal Changes resistances penetration: +10% blight Changes damage: +6% blight / +30% temporal Talent granted: +1 Command Staff Maximum hate: +6.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +17% Defense after a teleport: +27 Resist all after a teleport: +16% New effects duration reduction after a teleport: +42% Reduces paradox anomalies(equivalent to willpower): +18 It can be used to unleash an elemental blastwave, dealing 183.85 to 220.62 temporal damage in a radius 6 around the user, putting all charms on cooldown for 4 turns. 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 'Vorura' (136% power, 6 apr, blight element)dragonbone vilestaff 'Vorura' (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% lightning / +8% arcane / +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Blindness immunity: +45% Poison immunity: +15% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -40.00 life Spellpower: +19 (+3 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 183.85 to 220.62 blight damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff (136% power, 6 apr, lightning element)magelord's dragonbone magestaff (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +119.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of might (136% power, 6 apr, cold element) =1h= magewarrior's short dragonbone magestaff of might (136% power, 6 apr, cold element) =1h=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+1 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +24 (+4 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone vilestaff of wizardry (136% power, 6 apr, blight element) void walker's dragonbone vilestaff of wizardry (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +15% darkness / +15% temporal Changes damage: +30% blight Talent granted: +1 Command Staff Maximum mana: +89.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +33 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
Silimina the voratun waraxe (166% power, 6 apr) Silimina the voratun waraxe (166% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Armour penetration: +29 Physical crit. chance: +14.0% Armour: +6 Damage when hit (Melee): 16 physical Changes resistances: +6% light Changes resistances penetration: +15% physical Changes damage: +24% physical Critical mult.: +19.00% Knockback immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
Blindkill =15 tele 30 blind= Blindkill =15 tele 30 blind=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Wil Changes resistances: +6% fire / +7% cold Changes damage: +9% arcane Spell save: +6 (+0 eff.) Spellpower: +2 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Cracklewinnow the hardened leather belt =15 pdam= Cracklewinnow the hardened leather belt =15 pdam=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical power: +6 (+1 eff.) Changes stats: +5 Str Changes resistances: +8% acid / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +31% lightning / +10% darkness Changes damage: +12% lightning / +15% physical Healing mod.: +10% A belt that goes around your waist. |
Emelorana the Murktickler Emelorana the MurkticklerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +9 Armour: +15 Effects on melee hit: * 37% chance to corrode armour by 30% * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 physical Changes stats: +6 Dex / +5 Cun / +10 Lck Changes damage: +15% physical Trap disarming bonus: +29 Stealth bonus: +12 Only die when reaching: -60.00 life Infravision radius: +6 A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Pusire the drakeskin leather belt Pusire the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +17 (+4 eff.) Changes resistances: +6% mind / +3% nature Changes resistances penetration: +10% nature Changes damage: +6% mind Stealth bonus: +9 Life regen: +2.80 Maximum life: +70.00 Healing mod.: +24% A belt that goes around your waist. |
Rotvengeance the hardened leather belt =slow crit= Rotvengeance the hardened leather belt =slow crit=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Changes stats: +4 Cun / +4 Dex Changes resistances: +9% nature / +3% darkness Mental crit. chance: +11% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of recklessnessinsulating drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances: +15% fire / +14% cold Critical mult.: +14.00% A belt that goes around your waist. |
ravager's drakeskin leather belt of resilience =phys belt= ravager's drakeskin leather belt of resilience =phys belt=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +25% physical Maximum life: +70.00 A belt that goes around your waist. |
Aeriseyawyn the cashmere cloak (11 def, 6 armour) Aeriseyawyn the cashmere cloak (11 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +11 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +12% lightning Critical mult.: +20.00% Stun/Freeze immunity: +40% Maximum vim: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourbraid (3 def, 0 armour) =OPOP= Dourbraid (3 def, 0 armour) =OPOP=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 acid / 8 light / 4 darkness Changes stats: +5 Cun / +6 Wil Changes resistances: +75% darkness / +60% temporal Changes damage: +6% acid Mental crit. chance: +8% Defense after a teleport: +60 Resist all after a teleport: +30% New effects duration reduction after a teleport: +59% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelshear (3 def, 0 armour) Duathelshear (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 39% chance to corrode armour by 30% Damage when hit (Melee): 12 darkness Changes resistances: +30% temporal / +39% darkness / +18% mind Changes resistances penetration: +15% darkness Changes damage: +6% acid / +12% darkness / +33% mind Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) =8 allres= Frozen Shroud (12 def, 0 armour) =8 allres=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 570.61 cold damage and condensing the air into freezing vapors that deal 190.20 cold damage (based on Magic) each turn for 10 turns, costing 11 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Halysasus (2 def, 0 armour) Halysasus (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Grants telepathy: All Mental save: +9 (+2 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour) =combat train 0.4= battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour) =combat train 0.4=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Str / +6 Dex / +9 Con Talent mastery: +0.40 Technique / Combat training Spell save: -30 (-2 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Starwend' (2 def, 8 armour) =35stun= cashmere cloak 'Starwend' (2 def, 8 armour) =35stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Reduces incoming crit damage: 15.00% Blindness immunity: +20% Disarm immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +35% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of conjuring (3 def, 0 armour) shadow elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +15% arcane Changes damage: +12% darkness / +15% arcane Critical mult.: +27.00% Stealth bonus: +25 Maximum mana: +76.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of backstabbing (3 def, 0 armour) =30 cr mu= spellcowled elven-silk cloak of backstabbing (3 def, 0 armour) =30 cr mu=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +4 Wil Critical mult.: +30.00% Stealth bonus: +15 Spell save: +14 (+1 eff.) Maximum mana: +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gluwen the Pyrewire (5 def, 0 armour) =35 55 ppen pdam= Gluwen the Pyrewire (5 def, 0 armour) =35 55 ppen pdam=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 36% chance to corrode armour by 30% Changes stats: +8 Str / +15 Mag / +10 Wil Changes resistances: +15% lightning / +14% cold / +3% fire Changes resistances penetration: +35% physical / +20% darkness / +15% temporal Changes damage: +19% lightning / +55% physical / +20% darkness / +20% cold / +13% temporal Grants telepathy: Humanoid/Orc Mental save: +16 (+4 eff.) Maximum hate: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Siluminne the Chargenull (5 def, 0 armour) =20 con= Siluminne the Chargenull (5 def, 0 armour) =20 con=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +20 Con Changes resistances: +20% mind / +6% acid Changes damage: +9% lightning / +6% temporal / +38% nature / +20% mind Spell save: +9 (+1 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +5% Poison immunity: +98% Disease immunity: +115% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 18 power out of 50/50) : Effective talent level: 1.0 Power cost: 18 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dreamer's silk robe of life (3 def, 0 armour) dreamer's silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight / +26% mind / +23% darkness Physical save: +17 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +22 (+6 eff.) Life regen: +4.90 Maximum life: +67.00 Healing mod.: +26% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of light (+30%) (5 def, 0 armour)fearwoven elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +30% light Changes resistances penetration: +17% darkness / +20% physical Changes damage: +17% physical / +20% darkness / +20% light Maximum hate: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of power (5 def, 0 armour) psion's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances penetration: +20% mind Changes damage: +20% mind / +20% all Psi each turn: +1.00 Maximum psi: +40.00 Spellpower: +16 (+3 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of life (3 def, 0 armour) stargazer's silk robe of life (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes resistances: +13% blight Changes damage: +16% light / +16% darkness Life regen: +5.10 Maximum life: +80.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +9% Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Blastwaker (0 def, 5 armour)Blastwaker (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour by 30% * 30% chance to disease * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 33 temporal Changes resistances: +20% lightning / +15% temporal Changes resistances penetration: +20% lightning / +15% temporal / +10% acid Changes damage: +6% acid Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% A pair of boots made of leather. |
Bogdare (0 def, 13 armour) =45 tele 15 crmu= Bogdare (0 def, 13 armour) =45 tele 15 crmu=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Damage when hit (Melee): 12 nature Changes stats: +2 Wil / +6 Cun / +6 Con Changes resistances: +27% darkness / +30% temporal Changes resistances penetration: +20% darkness / +20% temporal Critical mult.: +15.00% Physical save: +25 (+1 eff.) Mental save: +23 (+6 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +4 (+0 eff.) Infravision radius: +3 Defense after a teleport: +45 Resist all after a teleport: +33% New effects duration reduction after a teleport: +45% A pair of boots made of leather. |
Cuthondil the pair of hardened leather boots (0 def, 9 armour) =20 ppen= Cuthondil the pair of hardened leather boots (0 def, 9 armour) =20 ppen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Fatigue: -4% Damage when hit (Melee): 12 physical Changes stats: +2 Str Changes resistances penetration: +20% physical Maximum encumbrance: +38 Physical save: +9 (+0 eff.) Stamina each turn: +0.80 Only die when reaching: -80.00 life Maximum life: +40.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 61% (based on Cunning), costing 18 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gimira the pair of hardened leather boots (20 def, 3 armour) =luck= Gimira the pair of hardened leather boots (20 def, 3 armour) =luck=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +3 Defense: +20 (+5 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +7 Lck / +5 Dex Changes resistances: +15% darkness / +11% temporal Changes resistances penetration: +12% darkness / +15% temporal Stealth bonus: +8 Maximum life: +10.00 Defense after a teleport: +15 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Glorogassra the Phlegmtreason (23 def, 14 armour) =nice= Glorogassra the Phlegmtreason (23 def, 14 armour) =nice=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +23 (+6 eff.) Fatigue: +4% Damage when hit (Melee): 20 nature Changes resistances: +30% temporal / +29% darkness / +9% nature Changes resistances penetration: +20% darkness / +16% temporal Mental save: +30 (+7 eff.) Silence immunity: +36% Confusion immunity: +50% Stun/Freeze immunity: +49% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +2% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +19% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blood-soaked pair of drakeskin leather boots of spellbinding (0 def, 5 armour) =10 cd= blood-soaked pair of drakeskin leather boots of spellbinding (0 def, 5 armour) =10 cd=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Mag Spell save: +7 (+0 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of uncanny dodging (7 def, 5 armour)blood-soaked pair of voratun boots of uncanny dodging (7 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of spellbinding (0 def, 5 armour) =cd 10= pair of voratun boots of spellbinding (0 def, 5 armour) =cd 10=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag Spell save: +7 (+0 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of drakeskin leather boots of massiveness (0 def, 5 armour) undeterred pair of drakeskin leather boots of massiveness (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Con Changes damage: +10% physical Silence immunity: +40% Confusion immunity: +48% Stun/Freeze immunity: +50% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Cyruvea (0 def, 7 armour) =gloom= Cyruvea (0 def, 7 armour) =gloom=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 10 acid / 17 light / 10 fire / 10 lightning / 10 cold Damage when hit (Melee): 8 physical Changes stats: +5 Str / +5 Dex / +5 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +11% light Changes damage: +10% light / +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 11% chance to blind * 49% chance to cause random gloom Damage Shield penetration (this weapon only): +30% Damage (Melee): +18 ice / +26 acid / +22 fire / +26 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Emuba (0 def, 3 armour) Emuba (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Armour: +3 Changes stats: +6 Cun / +7 Dex Changes resistances: +6% mind / +5% arcane Changes damage: +9% mind / +9% arcane Critical mult.: +13.00% Physical save: +9 (+0 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +37% Spell crit. chance: +19% Mental crit. chance: +20% When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +23 Crit. chance: +24.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 arcane It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 3.9 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Will of Ul'Gruth (0 def, 15 armour) =WEAR= Will of Ul'Gruth (0 def, 15 armour) =WEAR=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 60% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 9 power out of 25/25) : Effective talent level: 3.6 Power cost: 9 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets of war-making (0 def, 2 armour)alchemist's dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Damage (Melee): 8 acid / 8 fire / 7 cold / 6 lightning Changes stats: +4 Mag / +4 Wil Critical mult.: +10.00% Spell crit. chance: +14% Mental crit. chance: +11% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +12 ice / +19 fire / +19 acid / +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of sorrow (0 def, 9 armour) =ruined= heroic voratun gauntlets of sorrow (0 def, 9 armour) =ruined=Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Mental save: +10 (+3 eff.) Maximum life: +66.00 Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Deluchik the cashmere wizard hat (2 def, 6 armour) Deluchik the cashmere wizard hat (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +36% nature / +15% acid Changes damage: +16% nature / +9% acid Spell save: +36 (+3 eff.) Pinning immunity: +15% Stun/Freeze immunity: +35% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Elogaba (5 def, 1 armour) Elogaba (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +4 Cun / +5 Str Changes resistances penetration: +25% mind / +15% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Silivena the elven-silk wizard hat (3 def, 5 armour) =wall= Silivena the elven-silk wizard hat (3 def, 5 armour) =wall=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +6 Mag / +6 Wil / +5 Con Changes resistances penetration: +25% acid / +10% temporal / +5% blight Mana each turn: +0.26 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to activate talent Stone Wall, placing all other charms into a 29 cooldown : Effective talent level: 1.0 Power cost: 29 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 293.77 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Sootoath the elven-silk wizard hat (3 def, 0 armour) Sootoath the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 darkness / 16 temporal Changes stats: +7 Cun / +7 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +9% temporal Mental save: +26 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Mental crit. chance: +8% Infravision radius: +8 See stealth: +21 See invisible: +25 Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 72%, and attempts to push all creatures other than yourself out of its radius, inflicting 11.00 light damage and 13.70 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Starwing the elven-silk wizard hat (3 def, 0 armour) =10con= Starwing the elven-silk wizard hat (3 def, 0 armour) =10con=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +7 Mag / +4 Cun / +10 Con Changes resistances: +6% lightning / +8% temporal / +10% light / +7% fire / +8% nature / +3% acid / +7% blight / +6% cold / +7% darkness Changes damage: +34% arcane Maximum mana: +49.00 See invisible: +12 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 5.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 6 power out of 15/15) : Effective talent level: 1.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Xanorima the Wildstrike (0 def, 3 armour) =Slow cr mu stats= Xanorima the Wildstrike (0 def, 3 armour) =Slow cr mu stats=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +8 Str / +8 Dex / +3 Wil / +3 Con Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +10 Infravision radius: +3 A cap made of leather. |
cashmere wizard hat 'Belariamira' (2 def, 3 armour) =stone wall= cashmere wizard hat 'Belariamira' (2 def, 3 armour) =stone wall=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +20% temporal Changes damage: +9% temporal Equilibrium when hit: +2.30 Psi when hit: +2.30 Hate when hit: +2.60 It can be used to activate talent Stone Wall, placing all other charms into a 29 cooldown : Effective talent level: 1.0 Power cost: 29 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 293.77 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Drusador' (3 def, 0 armour) =DSP= elven-silk wizard hat 'Drusador' (3 def, 0 armour) =DSP=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +7 Wil / +7 Cun Changes resistances: +42% acid / +2% physical Changes damage: +20% acid Life regen: +6.00 Stamina each turn: +0.40 Equilibrium when hit: +0.12 Maximum stamina: +10.00 Mindpower: +6 (+0 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour)starseer's elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +6 Con Changes damage: +13% temporal / +13% light / +15% physical / +20% arcane / +14% darkness Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 5.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. radiant steel mail armour (2 def, 6 armour)radiant steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances: +18% blight / +18% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Halar the Glaremaim (5 def, 18 armour)Halar the Glaremaim (5 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 33 light Changes stats: +9 Str Changes resistances: +18% cold / +15% physical / +20% darkness / +12% temporal Spell save: +18 (+1 eff.) Blindness immunity: +25% Poison immunity: +25% Cut immunity: +15% Disarm immunity: +30% Knockback immunity: +30% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Lightningwreck (5 def, 8 armour)Lightningwreck (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 33 acid / 36 physical Changes stats: +5 Con Changes damage: +15% lightning Life regen: +1.00 Stamina each turn: +1.80 Maximum life: +30.00 A suit of armour made of leather. |
Cyrulramira (9 def, 16 armour) Cyrulramira (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 16 acid / 20 physical Changes stats: +5 Mag Changes resistances penetration: +20% acid Critical mult.: +20.00% Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+1 eff.) A suit of armour made of metal plates. |
Islatta (4 def, 9 armour) Islatta (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 16 mind Changes stats: +3 Str / +1 Con Changes resistances: +7% acid / +9% physical / +5% lightning / +8% fire / +6% mind / +7% cold Changes resistances penetration: +25% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +25% Knockback immunity: +26% Psi when hit: +0.20 Maximum hate: +8.00 Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Nimbuswend (9 def, 16 armour)Nimbuswend (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +24% acid / +15% physical / +9% darkness / +13% lightning / +15% fire / +18% nature / +34% cold Changes resistances penetration: +15% lightning Talent cooldown: Rush (-5 turns) Mental save: +9 (+2 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +29% Mindpower: +12 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 A suit of armour made of metal plates. |
dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +3 Str / +3 Con Changes resistances: +8% acid / +10% physical / +8% cold / +8% lightning / +10% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +29% Knockback immunity: +21% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour (9 def, 16 armour)searing voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 17 fire Damage when hit (Melee): 14 acid / 16 fire Changes resistances: +29% acid / +26% fire A suit of armour made of metal plates. |
stralite plate armour 'Lightningclamor' (7 def, 13 armour) =UPGRADE= stralite plate armour 'Lightningclamor' (7 def, 13 armour) =UPGRADE=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 39% * 39% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +4 Str / +5 Con Changes resistances: +13% acid / +13% physical / +31% lightning / +13% fire / +6% arcane / +22% cold Changes resistances penetration: +15% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +35% Stun/Freeze immunity: +36% Knockback immunity: +30% A suit of armour made of metal plates. |
Aribeth the Soottrial (12 def, 3 armour, 207.5 block) =10 ppen= Aribeth the Soottrial (12 def, 3 armour, 207.5 block) =10 ppen=Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 36% chance to corrode armour by 30% Damage when hit (Melee): 17 temporal / 8 physical Changes stats: +12 Con Changes resistances: +39% acid / +20% temporal / +2% physical Changes resistances penetration: +10% physical Changes damage: +6% darkness Talent granted: +5 Block Stamina each turn: +0.20 Mana each turn: +0.16 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (500) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Shadowdash the voratun shield (12 def, 3 armour, 192 block) =TS 5= Shadowdash the voratun shield (12 def, 3 armour, 192 block) =TS 5=Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness / 15 temporal Changes resistances: +15% temporal Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +2 cold Changes resistances penetration: +5% darkness Talents granted: +1 Ward +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 11 cooldown : Effective talent level: 5.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (549) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. corrosive steel shield of radiance (6 def, 2 armour, 41 block)corrosive steel shield of radiance (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to corrode armour by 30% * 22% chance to blind Changes stats: +3 Mag / +8 Con Changes resistances: +14% acid / +14% light Talent granted: +2 Block Handheld deflection devices. |
298 alchemist agate 298 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 cd (dig speed 4 turns) 10 cd (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +3 Cun / +3 Str Changes damage: +18% mind / +15% fire Physical save: +3 (+0 eff.) Mental save: +14 (+4 eff.) Maximum life: +35.00 Maximum stamina: +30.00 Maximum hate: +6.00 Lowers spell cool-downs by: 10% Mindpower: +8 (+1 eff.) Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 28 turns) iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 10 cooldown : Effective talent level: 5.2 Power cost: 10 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 19 turns) voratun pickaxe of wreckage (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +7 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 10 cooldown : Effective talent level: 3.9 Power cost: 10 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 29 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Amogosta the Prismrock =20 mind pen= Amogosta the Prismrock =20 mind pen=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% light / +20% mind Changes damage: +6% light Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Beunarista the Flashgrinder =WEAR= Beunarista the Flashgrinder =WEAR=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 lightning / 12 fire Changes resistances: +6% fire Changes damage: +9% lightning / +12% physical Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 29 power out of 150/150) : Effective talent level: 4.0 Power cost: 29 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 37.61 cold damage and 90.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Shockream ShockreamPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning / 30 fire / 4 arcane Changes resistances: +6% acid / +10% fire / +5% arcane Changes resistances penetration: +5% acid Changes damage: +6% arcane Blindness immunity: +46% Confusion immunity: +27% Light radius: +15 See stealth: +23 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 15 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
nice pen nice penPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 29 fire Changes stats: +2 Con / +2 Mag Changes resistances: +14% blight / +12% fire / +11% darkness Changes resistances penetration: +5% temporal / +15% all Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +10 Infravision radius: +6 See invisible: +22 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 15 blight damage or heals 30 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of the zealot piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes resistances: +3% all Changes resistances penetration: +13% all Spell save: +9 (+1 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of corpselight watchleader's dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +12% blight / +13% darkness Blindness immunity: +35% Confusion immunity: +24% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +9 Infravision radius: +6 See stealth: +15 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 15 blight damage or heals 30 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (5/5) Rod of Recall (5/5)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 73 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 (8/8) Rod of Spydric Poison (8/8)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 822.34 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 9 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Darkgore [power 3] (10/4 cooldown) =25 ppen= Darkgore [power 3] (10/4 cooldown) =25 ppen=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +15 Changes resistances: +12% darkness Maximum wards: +3 physical / +3 mind / +4 darkness Changes resistances penetration: +25% physical Talent granted: +1 Ward Physical save: +36 (+2 eff.) Maximum life: +110.00 Light radius: +3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Lustrerazor the voratun torque of mindblast [power 301] (10/3 cooldown) =stats immun= Lustrerazor the voratun torque of mindblast [power 301] (10/3 cooldown) =stats immun=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Changes damage: +18% light Reduces incoming crit damage: 18.00% Mental save: +30 (+7 eff.) Blindness immunity: +25% Silence immunity: +30% Disarm immunity: +25% Confusion immunity: +25% Only die when reaching: -99.00 life It can be used to fire a blast of psionic energies in a range 10 beam dealing 115.13 to 230.26 mind damage, putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Betyyavea' [power 55] (10/8 cooldown) =2silence= steel torque of kinetic psionic shield 'Betyyavea' [power 55] (10/8 cooldown) =2silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances: +18% nature / +6% darkness Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Torukath' [power 345] (10/3 cooldown) =20 tele 15 crmu= voratun torque of mindblast 'Torukath' [power 345] (10/3 cooldown) =20 tele 15 crmu=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +2 Str / +4 Wil Changes resistances: +9% mind Changes damage: +6% temporal Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Mental crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to fire a blast of psionic energies in a range 10 beam dealing 131.96 to 263.93 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
Delurin the Windwinnow [power 3] (10/4 cooldown) =slow= Delurin the Windwinnow [power 3] (10/4 cooldown) =slow=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 37% Damage when hit (Melee): 24 mind Changes resistances: +9% mind / +9% nature Changes resistances penetration: +31% nature / +25% blight Changes damage: +27% mind It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Korahek the dragonbone totem of thorny skin [power 89] (10/8 cooldown) =20 crmu tent= Korahek the dragonbone totem of thorny skin [power 89] (10/8 cooldown) =20 crmu tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +5 Cun Changes resistances penetration: +25% blight Changes damage: +9% blight Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +20.00% Maximum hate: +10.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +8% It can be used to harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Shimmerwyrd' [power 29] (10/8 cooldown) =12 pdam= ash totem of thorny skin 'Shimmerwyrd' [power 29] (10/8 cooldown) =12 pdam=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +12% physical Stamina each turn: +0.80 Only die when reaching: -80.00 life Maximum life: +20.00 Maximum stamina: +10.00 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
rushing ash totem of healing [power 120] (10/8 cooldown) rushing ash totem of healing [power 120] (10/8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to heal a target within range 10 (based on Willpower) for 120, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Dayvein' [power 3] (10/4 cooldown) yew totem of cure ailments 'Dayvein' [power 3] (10/4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 light Changes resistances: +5% arcane / +12% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +30 (+7 eff.) Disease immunity: +15% Disarm immunity: +15% It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Fogwinter [power 14] (10/3 cooldown) Fogwinter [power 14] (10/3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 33% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 20 lightning Changes resistances: +12% darkness / +15% lightning Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Changes resistances penetration: +15% darkness Changes damage: +6% lightning / +18% darkness Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 14, power 112 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glorisera [power 96] (10/6 cooldown) Glorisera [power 96] (10/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +8 Wil / +4 Cun / +4 Con Changes resistances penetration: +30% arcane Grants telepathy: Dragon Talent cooldown: Strike (-1 turn) Talent granted: +5 Strike Reduces incoming crit damage: 18.00% It can be used to disarm traps (96 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 304.80 temporal and 261.68 darkness damage (based on Magic), costing 8 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold 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 Latent Damage Type: Cold 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By AnOgreIsFineToo the Ogre Possessor level 35
20th Pyre 123rd year of Ascendancy at 19:16 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
12nd Pyre 124th year of Ascendancy at 20:50 see stats
By AnOgreIsFineToo the Ogre Possessor level 35
12nd Pyre 123rd year of Ascendancy at 14:53 see stats
By AnOgreIsFineToo the Ogre Possessor level 43
41st Dusk 123rd year of Ascendancy at 02:21 see stats
By AnOgreIsFineToo the Ogre Possessor level 43
10th Flare 123rd year of Ascendancy at 19:03 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
10th Decay 123rd year of Ascendancy at 02:40 see stats
By AnOgreIsFineToo the Ogre Possessor level 37
34th Pyre 123rd year of Ascendancy at 21:24 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
53rd Pyre 124th year of Ascendancy at 06:22 see stats
By AnOgreIsFineToo the Ogre Possessor level 6
1st Summertide 122nd year of Ascendancy at 12:05 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
27th Regrowth 124th year of Ascendancy at 11:08 see stats
By AnOgreIsFineToo the Ogre Possessor level 37
32nd Pyre 123rd year of Ascendancy at 00:45 see stats
By AnOgreIsFineToo the Ogre Possessor level 33
9th Pyre 123rd year of Ascendancy at 20:42 see stats
By AnOgreIsFineToo the Ogre Possessor level 22
38th Haze 122nd year of Ascendancy at 20:05 see stats
By AnOgreIsFineToo the Ogre Possessor level 49
40th Haze 123rd year of Ascendancy at 07:15 see stats
By AnOgreIsFineToo the Ogre Possessor level 6
1st Summertide 122nd year of Ascendancy at 12:05 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
9th Mirth 124th year of Ascendancy at 01:35 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
27th Regrowth 124th year of Ascendancy at 17:33 see stats
By AnOgreIsFineToo the Ogre Possessor level 44
59th Dusk 123rd year of Ascendancy at 06:41 see stats
By AnOgreIsFineToo the Ogre Possessor level 10
16th Dusk 122nd year of Ascendancy at 10:34 see stats
By AnOgreIsFineToo the Ogre Possessor level 20
23rd Haze 122nd year of Ascendancy at 17:51 see stats
By AnOgreIsFineToo the Ogre Possessor level 30
79th Regrowth 123rd year of Ascendancy at 07:15 see stats
By AnOgreIsFineToo the Ogre Possessor level 40
40th Pyre 123rd year of Ascendancy at 18:35 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
41st Haze 123rd year of Ascendancy at 07:39 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
7th Mirth 124th year of Ascendancy at 09:11 see stats
By AnOgreIsFineToo the Ogre Possessor level 40
65th Pyre 123rd year of Ascendancy at 14:06 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
77th Pyre 124th year of Ascendancy at 00:11 see stats
By AnOgreIsFineToo the Ogre Possessor level 20
33rd Haze 122nd year of Ascendancy at 01:26 see stats
By AnOgreIsFineToo the Ogre Possessor level 27
38th Regrowth 123rd year of Ascendancy at 17:42 see stats
By AnOgreIsFineToo the Ogre Possessor level 16
74th Dusk 122nd year of Ascendancy at 16:28 see stats
By AnOgreIsFineToo the Ogre Possessor level 37
32nd Pyre 123rd year of Ascendancy at 06:28 see stats
By AnOgreIsFineToo the Ogre Possessor level 8
12nd Dusk 122nd year of Ascendancy at 12:25 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
7th Mirth 124th year of Ascendancy at 13:51 see stats
By AnOgreIsFineToo the Ogre Possessor level 37
31st Pyre 123rd year of Ascendancy at 20:02 see stats
By AnOgreIsFineToo the Ogre Possessor level 7
3rd Dusk 122nd year of Ascendancy at 07:17 see stats
By AnOgreIsFineToo the Ogre Possessor level 43
41st Dusk 123rd year of Ascendancy at 02:41 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
54th Haze 123rd year of Ascendancy at 19:17 see stats
By AnOgreIsFineToo the Ogre Possessor level 23
40th Haze 122nd year of Ascendancy at 04:07 see stats
By AnOgreIsFineToo the Ogre Possessor level 17
79th Dusk 122nd year of Ascendancy at 20:54 see stats
By AnOgreIsFineToo the Ogre Possessor level 34
11st Pyre 123rd year of Ascendancy at 10:13 see stats
By AnOgreIsFineToo the Ogre Possessor level 50
62nd Pyre 124th year of Ascendancy at 06:07 see stats
Log
AnOgreIsFineToo is no longer evading attacks.
AnOgreIsFineToo deactivates Channel Pain.
AnOgreIsFineToo slows down.
The shield around AnOgreIsFineToo crumbles.
AnOgreIsFineToo deactivates Psionic Disruption.
AnOgreIsFineToo is moving less freely.
AnOgreIsFineToo deactivates Chant of Fortress.
AnOgreIsFineToo deactivates Elemental Harmony.
AnOgreIsFineToo deactivates Force Shield.