Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 50 / 1989% |
| Size | big |
| Lifes / Deaths | Killed by gwelgoroth at level 15 on the 30th Loss 122nd year of Ascendancy at 17:04 3 / 4Killed by zombie bunny at level 28 on the 35th Stralite 123rd year of Ascendancy at 12:34 Killed by orc necromancer at level 33 on the 18th Dearth 123rd year of Ascendancy at 22:17 Killed by orc necromancer at level 44 on the 13rd Iron 124th year of Ascendancy at 06:26 |
| Antimagic | Follower |
Primary Stats
| Strength | 162 (base 60) |
| Dexterity | 50 (base 32) |
| Constitution | 87 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 93 (base 60) |
| Cunning | 54 (base 10) |
Resources
| Life | 1880/1880 |
| Equilibrium | 25 |
| Stamina | 434/434 |
| Psi_feedback | 0/100 |
| Healing Factor | 1.4494163424124 |
| Regeneration | 9.2037937743189 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 11.901847946486 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 289 |
| Accuracy | 62 |
| Crit Chance | 80% |
| APR | 38 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 8.6666666666667 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 49% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| All | +18% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 90.143112350076 (100%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 59 |
| Mental Save | 66 |
Defense: Resistances
| All | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 30% |
| Blind Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 988 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1065 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| talent | Daunting Presence |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Constitution 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 227. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within18 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | 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 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 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. |
| Quiver | Morningvault the pouch of voratun shots (21/21, 51-61.2 power, 6 apr) Morningvault the pouch of voratun shots (21/21, 51-61.2 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to corrode armour by 30% * 18% chance to cause random gloom * disrupts spell-casting Damage (Ranged): +32 lightning / +23 mind / +16 acid Burst (radius 2) on crit: +13 lightning / +4 light / +20 acid Damage against: +29% Unnatural Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Lightningvenom' dwarven lantern 'Lightningvenom'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +6% fire / +3% all Changes damage: +3% lightning Spell save: +10 (+3 eff.) Maximum life: +61.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Ereledraldir the drakeskin leather cap (0 def, 5 armour) Ereledraldir the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +9 Str / +4 Dex / +5 Cun / +4 Con Changes resistances: -40% light / +23% cold Allows you to breathe in: water Critical mult.: +10.00% Life regen: +6.10 Mana each turn: +0.16 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum vim: +51.00 Damage Shield penetration: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1942.8 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Flashviper [power 86] (20 cooldown) Flashviper [power 86] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +21% lightning / +3% temporal Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| 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 (+2 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 | Serpentspawn SerpentspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +12 Physical power: +17 (+3 eff.) Defense: +11 (+4 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +6% nature / +36% cold Changes damage: +18% cold / +6% nature / +8% all Mana each turn: +0.24 Spellpower: +18 (+3 eff.) Mindpower: +20 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around 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 (+4 eff.) Spell save: +15 (+4 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. |
| In main hand | voratun battleaxe 'Cyrothra' (56.5-84.75 power, 4 apr) voratun battleaxe 'Cyrothra' (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 74% reduced healing Damage (Melee): +142 insidious poison / +8 physical When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +14.0% Physical power: +28 (+5 eff.) Changes stats: +2 Dex Only die when reaching: -20.00 life Massive two-handed battleaxes. |
| On hands | Branydedur the Galejustice (0 def, 10 armour) Branydedur the Galejustice (0 def, 10 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +10 Damage (Melee): 12 physical Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +9% blight / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +8% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +9.00% Physical save: +6 (+2 eff.) Knockback immunity: +15% Spell crit. chance: +13% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +27.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +11 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.8 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 46.43 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes resistances: +8% all Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Amulets can have magical properties. |
Inventory
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. |
Arcbrawn the voratun amulet Arcbrawn the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +34% lightning / +28% physical / +6% light / +3% fire / +3% mind / +6% temporal Changes resistances penetration: +10% lightning / +15% mind Talent masteries: +0.40 Wild-gift / Storm drake aspect +0.40 Technique / Two-handed assault Stun/Freeze immunity: +50% Stamina each turn: +2.10 Amulets can have magical properties. |
Carrionpassion the voratun amulet Carrionpassion the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +8 Defense: +32 (+11 eff.) Damage when hit (Melee): 4 acid / 20 nature Changes stats: +14 Lck / +10 Cun Changes resistances: +6% darkness / +6% light / +5% arcane Changes resistances cap: +7% all Changes damage: +6% nature Physical save: +15 (+4 eff.) Spell save: +10 (+3 eff.) Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Duvyyon the voratun amulet Duvyyon the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +22 (+5 eff.) Physical power: +4 (+1 eff.) Defense: +20 (+7 eff.) Fatigue: -8% Changes stats: +2 Str / +6 Dex / +20 Lck Talent mastery: +0.40 Technique / Conditioning Life regen: +2.40 Maximum stamina: +10.00 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adyth the stralite ring Adyth the stralite ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +16 Physical power: +13 (+2 eff.) Armour: +10 Defense: +15 (+5 eff.) Changes stats: +10 Str / +2 Dex / +9 Con Changes damage: +6% physical Physical save: +9 (+3 eff.) Stun/Freeze immunity: +44% Life regen: +3.60 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Blindreaper the voratun ring Blindreaper the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +6 Defense: +12 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +2 Dex / +8 Wil / +13 Cun / +10 Con Changes damage: +3% arcane Critical mult.: +9.00% Only die when reaching: -20.00 life Mindpower: +14 (+4 eff.) Healing mod.: +15% Rings can have magical properties. |
Lorukhad the voratun ring Lorukhad the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Damage when hit (Melee): 20 blight / 4 temporal Changes stats: +7 Str / +7 Wil / +7 Cun / +6 Con Changes damage: +3% temporal Mental save: +14 (+4 eff.) Confusion immunity: +35% Equilibrium when hit: +0.04 Psi when hit: +0.08 Mindpower: +13 (+3 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Ololathahor the voratun ring Ololathahor the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Armour: +7 Changes resistances: +9% mind Changes damage: +7% all Physical save: +36 (+9 eff.) Spell save: +30 (+8 eff.) Mental save: +36 (+9 eff.) Confusion immunity: +20% Pinning immunity: +20% Spellpower: +16 (+3 eff.) Mindpower: +20 (+5 eff.) Light radius: +2 See invisible: +12 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Daywolf' voratun ring 'Daywolf'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +46% lightning / +12% temporal / +9% acid / +40% nature / +15% mind / +5% arcane Changes damage: +20% lightning / +20% nature / +9% light / +18% mind Rings can have magical properties. |
Bechik the Wildknight (55-82.5 power, 4 apr) Bechik the Wildknight (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 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 21% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +4 mind / +4 nature Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 28 nature slow Changes stats: +3 Wil Changes resistances penetration: +19% physical Grants telepathy: Humanoid/Orc Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Amosta the Burnvault (69.5-104.25 power, 4 apr) Amosta the Burnvault (69.5-104.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 44% chance to cause random gloom * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 25 bleeding, 74% reduced healing Damage (Melee): +23 mind / +4 temporal Burst (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +20.0% Physical power: +16 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Cun / +9 Wil Changes resistances: +6% fire Changes resistances penetration: +19% mind / +17% darkness Changes damage: +12% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +7.0% Armour: +10 Changes stats: +3 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% See invisible: +6 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Morningwire (66.5-99.75 power, 4 apr) Morningwire (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 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: * 41% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +24 nature When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +21 Physical crit. chance: +17.0% Changes stats: +9 Dex Changes resistances: +12% darkness / +9% cold Changes resistances penetration: +10% mind Critical mult.: +27.00% Light radius: +3 Massive two-handed mauls. |
Nuhell (70.5-105.75 power, 4 apr) Nuhell (70.5-105.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +84 insidious poison When wielded/worn: Armour penetration: +19 Changes resistances: +18% fire / +6% cold Changes resistances penetration: +19% physical / +20% mind / +21% darkness Changes damage: +20% physical Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Poison immunity: +5% Psi when hit: +0.08 Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed mauls. |
Urthidir the voratun greatmaul (69-103.5 power, 5 apr) Urthidir the voratun greatmaul (69-103.5 power, 5 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * Slows global speed by 41% * 30 arcane resource burn On weapon crit: * burns latent spell energy Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 temporal / +28 nature When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +1.0% Changes stats: +9 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% physical Massive two-handed mauls. |
voratun greatmaul 'Betheba' (63.5-95.25 power, 4 apr) voratun greatmaul 'Betheba' (63.5-95.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 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 hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect Damage (Melee): +13 nature / +84 insidious poison Burst (radius 2) on crit: +8 mind When wielded/worn: Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed mauls. |
voratun greatmaul 'Turamas' (65-97.5 power, 4 apr) voratun greatmaul 'Turamas' (65-97.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 25 bleeding, 74% reduced healing Damage (Melee): +83 insidious poison When wielded/worn: Physical crit. chance: +21.0% Physical power: +14 (+3 eff.) Damage when hit (Melee): 8 arcane Changes resistances penetration: +20% arcane Spell save: +20 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+1 eff.) Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Xanetira the voratun greatsword (64-102.4 power, 4 apr) Xanetira the voratun greatsword (64-102.4 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 74% reduced healing Damage Shield penetration (this weapon only): +30% Damage (Melee): +51 darkness Burst (radius 1) on hit: +12 physical Damage against: +39% Living When wielded/worn: Armour penetration: +1 Physical crit. chance: +17.0% Physical power: +33 (+6 eff.) Changes resistances: +1% physical Massive two-handed swords. |
voratun greatsword 'Barykath' (68-108.8 power, 4 apr) voratun greatsword 'Barykath' (68-108.8 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 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 daze at end of turn Burst (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +42 (+10 eff.) Physical power: +2 (+0 eff.) Defense: +41 (+14 eff.) Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +21% lightning / +10% mind Mental save: +6 (+2 eff.) Disarm immunity: +136% Mindpower: +4 (+1 eff.) Massive two-handed swords. |
voratun greatsword 'Hanuruildir' (83-132.8 power, 4 apr) voratun greatsword 'Hanuruildir' (83-132.8 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stat: 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: * Slows global speed by 41% Damage (Melee): +69 insidious poison / +8 mind Burst (radius 2) on crit: +28 fire When wielded/worn: Changes resistances: +3% darkness / +3% fire / +3% light / +5% arcane Changes resistances penetration: +14% fire Global speed: +6% Massive two-handed swords. |
Bregotoyon BregotoyonCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +9 Cun / +5 Dex Changes resistances: +6% darkness / +6% cold Reduced damage from: +60% Summoned Grants telepathy: Dragon Humanoid/Orc Poison immunity: +10% Cut immunity: +15% Stun/Freeze immunity: +5% Mental crit. chance: +15% A belt that goes around your 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 (+7 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 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 32% chance to evade melee and ranged attacks and 28 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. |
Churomibers (12 def, 0 armour) Churomibers (12 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 15% * 10 arcane resource burn Changes stats: +1 Dex / +3 Wil Changes resistances: +20% fire / +28% light / +9% temporal Stealth bonus: +13 Physical save: +35 (+9 eff.) Mental save: +29 (+8 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Chargequake' (21 def, 0 armour) elven-silk cloak 'Chargequake' (21 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +21 (+7 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 acid Changes resistances: +6% lightning / +34% fire / +45% light Changes resistances penetration: +10% lightning Changes damage: +18% acid Stealth bonus: +24 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cracklerot' (3 def, 0 armour) elven-silk cloak 'Cracklerot' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +41 (+10 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +4 Dex / +1 Wil / +8 Cun / +6 Con Changes resistances penetration: +10% nature Changes damage: +9% lightning Physical save: +15 (+4 eff.) Maximum life: +201.00 Maximum stamina: +34.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadoworder the pair of hardened leather boots (0 def, 3 armour) Shadoworder the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction Changes resistances: +7% fire / +3% darkness / +5% cold Maximum encumbrance: +26 Physical save: +12 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
pair of voratun boots 'Abyssroar' (28 def, 15 armour) pair of voratun boots 'Abyssroar' (28 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +28 (+9 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +4% Changes resistances: +15% acid / +15% temporal / +6% darkness / +33% fire / +15% cold / +29% lightning Reduces incoming crit damage: 10.00% Blindness immunity: +10% Silence immunity: +5% Life regen: +5.40 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 16 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. |
Blastsmash (0 def, 3 armour) Blastsmash (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Armour: +3 Damage (Melee): 15 fire Damage when hit (Melee): 4 lightning Changes stats: +8 Cun / +7 Dex Changes resistances: +8% fire Changes resistances penetration: +5% arcane Changes damage: +6% lightning / +7% fire / +12% arcane Life regen: +4.30 Stamina each turn: +1.30 Psi each turn: +0.35 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +12 lightning / +4 darkness Burst (radius 2) on crit: +12 fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Lightningstinger (0 def, 3 armour) Lightningstinger (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +3 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 34 mind / 36 darkness Damage when hit (Melee): 4 lightning Changes stats: +5 Dex Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +5% lightning Mental save: -6 (-1 eff.) Life regen: +5.30 Stamina each turn: +1.10 Psi each turn: +0.23 Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 41% chance to cause random gloom It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Prismwither (0 def, 3 armour) Prismwither (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Effects when hit in melee: * 26% chance to reduce effective powers by 20% * 23 arcane resource burn Damage when hit (Melee): 4 acid Changes stats: +5 Str Changes resistances: +3% light Changes damage: +6% light / +6% acid Spell save: +20 (+5 eff.) Life regen: +3.00 Stamina each turn: +1.20 Psi each turn: +0.28 Light radius: +1 When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 30 arcane resource burn * 32% chance to reduce effective powers by 20% * 20% chance to blind Burst (radius 2) on crit: +12 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 27.29 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 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 voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Beteminne the drakeskin leather cap (13 def, 14 armour) Beteminne the drakeskin leather cap (13 def, 14 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +14 Defense: +13 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Dex Changes resistances: +15% acid / +6% light / +15% blight / +3% darkness / +13% nature / +7% all Physical save: +13 (+4 eff.) Blindness immunity: +15% Cut immunity: +5% Stun/Freeze immunity: +15% A cap made of leather. |
Brightbreak the voratun helm (0 def, 5 armour) Brightbreak the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% acid / +13% temporal / +9% light / +13% fire / +13% cold / +22% lightning Changes damage: +12% arcane / +12% mind / +6% light Stamina when hit: +2.30 Equilibrium when hit: +2.70 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chargerigor the drakeskin leather cap (11 def, 5 armour) Chargerigor the drakeskin leather cap (11 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +11 (+2 eff.) Armour: +5 Defense: +11 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 lightning Changes stats: +16 Str / +7 Wil / +10 Cun Changes resistances: +6% acid / +14% physical Changes resistances penetration: +20% mind Changes damage: +12% acid / +6% mind / +6% lightning Physical save: +13 (+4 eff.) A cap made of leather. |
Cyradama (0 def, 5 armour) Cyradama (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +3 Con Changes resistances: +6% acid / +9% lightning / +13% cold / +6% mind / +10% fire Changes resistances penetration: +5% mind Spell save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.9 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6. The sound wave is so strong, your foes also take 286.86 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Glesethra (12 def, 10 armour) Glesethra (12 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +8.0% Armour: +10 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +6 Cun / +15 Lck Changes resistances: +3% lightning / +6% cold / +9% temporal / +9% fire Grants telepathy: Demon/Minor Demon/Major Spell crit. chance: +8% Mental crit. chance: +8% Infravision radius: +4 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isladhewe the Oozeravager (0 def, 5 armour) Isladhewe the Oozeravager (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 8 physical Changes stats: +16 Str / +9 Dex / +5 Con Changes resistances: +6% mind / +3% lightning Changes resistances penetration: +5% lightning / +5% mind Changes damage: +6% nature Physical save: +13 (+4 eff.) Mental save: +14 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Isymina (12 def, 9 armour) Isymina (12 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +9 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +3 Dex / +8 Cun / +4 Con Changes resistances: +17% cold Changes damage: +9% arcane / +6% physical Allows you to breathe in: water Maximum stamina: +15.00 A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Umbraknight the voratun helm (17 def, 11 armour) Umbraknight the voratun helm (17 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +11 Defense: +17 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness / 16 physical Changes stats: +2 Str / +13 Dex / +10 Cun Changes resistances: +17% darkness Life regen: +0.40 Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Woevalor the elven-silk wizard hat (9 def, 8 armour) Woevalor the elven-silk wizard hat (9 def, 8 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +23% darkness / +27% cold / +19% mind / +17% physical Changes resistances penetration: +15% physical Changes damage: +15% darkness / +18% cold / +15% mind / +17% physical Physical save: +15 (+4 eff.) Mental save: +16 (+4 eff.) Only die when reaching: -40.00 life Maximum hate: +10.00 Maximum psi: +37.00 Mindpower: +19 (+5 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Falodrazor' (11 def, 5 armour) drakeskin leather cap 'Falodrazor' (11 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +11 (+4 eff.) Fatigue: +5% Effects on melee hit: * 31% chance to corrode armour by 30% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes stats: +8 Cun / +10 Dex Changes resistances: +15% nature / +12% acid Changes damage: +12% acid Spell save: +10 (+3 eff.) Maximum life: +100.00 Healing mod.: +22% A cap made of leather. |
drakeskin leather cap 'Salodhenn' (0 def, 11 armour) drakeskin leather cap 'Salodhenn' (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +2.0% Armour: +11 Fatigue: +5% Changes stats: +4 Cun / +10 Dex Blindness immunity: +15% Silence immunity: +5% Stamina each turn: +0.20 Hate when firing a critical mind attack: +2.00 Maximum stamina: +20.00 Infravision radius: +4 A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 50.99 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Arthykhad (9 def, 40 armour) Arthykhad (9 def, 40 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +9 Wil / +12 Cun Changes resistances: +15% acid / +15% cold Allows you to breathe in: water Mental save: +25 (+7 eff.) Silence immunity: +10% Knockback immunity: +25% See invisible: +15 A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Pitchreign the voratun plate armour (9 def, 25 armour) Pitchreign the voratun plate armour (9 def, 25 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 12 temporal Changes stats: +5 Str Changes resistances: +13% acid / +13% physical / +13% cold / +13% lightning / +41% fire Changes resistances penetration: +15% darkness Life regen: +4.00 Maximum life: +79.00 Infravision radius: +3 Healing mod.: +27% A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 15 Armour, 21 Defense and your attacks will gain 45% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
116 alchemist agate 116 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused 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 80 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. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanarilar the alchemist's lamp Hanarilar the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil / +5 Cun / +1 Con Changes resistances: +6% temporal Light radius: +7 See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 311.52 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
4 bloodstone 4 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. |
14 fire opal 14 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. |
2 garnet 2 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. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 327.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Taintoath [power 200] (20 cooldown) Taintoath [power 200] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 16 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% nature Changes damage: +6% arcane Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws +5 Lay Web It can be used to heal a target within range 9 (based on Willpower) for 200, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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. |
5 quartz 5 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. |
4 amber 4 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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By pff the Dwarf Wyrmic level 34
26th Dearth 123rd year of Ascendancy at 17:32 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By pff the Dwarf Wyrmic level 18
10th Shortage 122nd year of Ascendancy at 09:01 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By pff the Dwarf Wyrmic level 34
24th Dearth 123rd year of Ascendancy at 14:24 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By pff the Dwarf Wyrmic level 23
30th Iron 123rd year of Ascendancy at 15:12 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By pff the Dwarf Wyrmic level 37
2nd Loss 123rd year of Ascendancy at 02:26 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By pff the Dwarf Wyrmic level 39
20th Loss 123rd year of Ascendancy at 03:21 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By pff the Dwarf Wyrmic level 49
19th Gold 124th year of Ascendancy at 22:51 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By pff the Dwarf Wyrmic level 36
42nd Dearth 123rd year of Ascendancy at 18:14 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By pff the Dwarf Wyrmic level 23
27th Gold 123rd year of Ascendancy at 03:22 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By pff the Dwarf Wyrmic level 42
24th Shortage 123rd year of Ascendancy at 15:20 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By pff the Dwarf Wyrmic level 10
20th Profit 122nd year of Ascendancy at 00:33 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By pff the Dwarf Wyrmic level 38
16th Loss 123rd year of Ascendancy at 08:27 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By pff the Dwarf Wyrmic level 35
38th Dearth 123rd year of Ascendancy at 07:33 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By pff the Dwarf Wyrmic level 43
10th Iron 124th year of Ascendancy at 18:12 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By pff the Dwarf Wyrmic level 50
8th Stralite 124th year of Ascendancy at 05:41 see stats
Explorer (Nightmare (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By pff the Dwarf Wyrmic level 50
21st Stralite 124th year of Ascendancy at 07:04 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By pff the Dwarf Wyrmic level 16
5th Shortage 122nd year of Ascendancy at 23:42 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By pff the Dwarf Wyrmic level 26
13rd Stralite 123rd year of Ascendancy at 08:09 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By pff the Dwarf Wyrmic level 31
6th Dearth 123rd year of Ascendancy at 12:22 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By pff the Dwarf Wyrmic level 50
12nd Dearth 124th year of Ascendancy at 03:08 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By pff the Dwarf Wyrmic level 37
12nd Loss 123rd year of Ascendancy at 13:32 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By pff the Dwarf Wyrmic level 48
27th Iron 124th year of Ascendancy at 01:28 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By pff the Dwarf Wyrmic level 28
35th Stralite 123rd year of Ascendancy at 14:24 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By pff the Dwarf Wyrmic level 35
33rd Dearth 123rd year of Ascendancy at 13:06 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By pff the Dwarf Wyrmic level 18
10th Shortage 122nd year of Ascendancy at 08:32 see stats
Huge Appetite (Nightmare (Adventure) difficulty)
Ate 20 bosses.By pff the Dwarf Wyrmic level 41
26th Loss 123rd year of Ascendancy at 11:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By pff the Dwarf Wyrmic level 10
20th Profit 122nd year of Ascendancy at 00:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By pff the Dwarf Wyrmic level 20
3rd Iron 123rd year of Ascendancy at 01:41 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By pff the Dwarf Wyrmic level 30
25th Profit 123rd year of Ascendancy at 03:40 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By pff the Dwarf Wyrmic level 40
21st Loss 123rd year of Ascendancy at 06:36 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By pff the Dwarf Wyrmic level 50
28th Gold 124th year of Ascendancy at 02:19 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By pff the Dwarf Wyrmic level 30
7th Wealth 123rd year of Ascendancy at 02:50 see stats
Mad slime dash (Nightmare (Adventure) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By pff the Dwarf Wyrmic level 50
9th Wealth 124th year of Ascendancy at 17:48 see stats
May the 4th be with you!
.By pff the Dwarf Wyrmic level 50
1st Dearth 124th year of Ascendancy at 21:04 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By pff the Dwarf Wyrmic level 50
2nd Wealth 124th year of Ascendancy at 12:06 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By pff the Dwarf Wyrmic level 50
8th Dearth 124th year of Ascendancy at 13:43 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By pff the Dwarf Wyrmic level 50
2nd Wealth 124th year of Ascendancy at 19:02 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By pff the Dwarf Wyrmic level 50
1st Stralite 124th year of Ascendancy at 10:15 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By pff the Dwarf Wyrmic level 15
13rd Dearth 122nd year of Ascendancy at 11:34 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By pff the Dwarf Wyrmic level 28
32nd Stralite 123rd year of Ascendancy at 05:33 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By pff the Dwarf Wyrmic level 42
23rd Shortage 123rd year of Ascendancy at 09:17 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By pff the Dwarf Wyrmic level 23
28th Iron 123rd year of Ascendancy at 02:21 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By pff the Dwarf Wyrmic level 36
38th Dearth 123rd year of Ascendancy at 13:30 see stats
Slime killer party (Nightmare (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By pff the Dwarf Wyrmic level 50
7th Wealth 124th year of Ascendancy at 08:58 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By pff the Dwarf Wyrmic level 50
3rd Wealth 124th year of Ascendancy at 16:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By pff the Dwarf Wyrmic level 10
25th Profit 122nd year of Ascendancy at 08:48 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By pff the Dwarf Wyrmic level 18
10th Shortage 122nd year of Ascendancy at 09:01 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By pff the Dwarf Wyrmic level 19
23rd Shortage 122nd year of Ascendancy at 13:01 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By pff the Dwarf Wyrmic level 50
22nd Profit 124th year of Ascendancy at 07:15 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By pff the Dwarf Wyrmic level 13
2nd Wealth 122nd year of Ascendancy at 13:40 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By pff the Dwarf Wyrmic level 25
8th Stralite 123rd year of Ascendancy at 22:47 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By pff the Dwarf Wyrmic level 48
9th Steel 124th year of Ascendancy at 14:48 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By pff the Dwarf Wyrmic level 19
23rd Shortage 122nd year of Ascendancy at 01:26 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By pff the Dwarf Wyrmic level 26
13rd Stralite 123rd year of Ascendancy at 09:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By pff the Dwarf Wyrmic level 19
12nd Shortage 122nd year of Ascendancy at 21:22 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By pff the Dwarf Wyrmic level 33
23rd Dearth 123rd year of Ascendancy at 08:44 see stats
Log
There is a Entrance to the High Peak here (press '' or right click to use).
There is a Entrance to the High Peak here (press '' or right click to use).
There is a Entrance to the High Peak here (press '' or right click to use).
There is a Entrance to the High Peak here (press '' or right click to use).
There is a Entrance to the High Peak here (press '' or right click to use).
You don't see how to get there...
There is a Entrance to the High Peak here (press '' or right click to use).
There is a Entrance to the High Peak here (press '' or right click to use).
You don't see how to get there...
You don't see how to get there...
Hotkey page 2 is now displayed.
This does not seem to have any effect.
This does not seem to have any effect.
You can not drop Elemental Orb (Orb of Command) (plot item).
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Pff deactivates Daunting Presence.
Pff deactivates Icy Skin.
Pff deactivates Wild Growth.
