Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 50 / 1637% |
Size | big |
Lifes / Deaths | Killed by war hound at level 12 on the 6th Flare 122nd year of Ascendancy at 08:17 0 / 9Killed by Xanura the ghoul at level 29 on the 30th Haze 122nd year of Ascendancy at 19:19 Killed by Eilinatta the orc assassin at level 33 on the 3rd Decay 122nd year of Ascendancy at 12:20 Killed by Lisulaith the patchwork troll at level 38 on the 61st Regrowth 123rd year of Ascendancy at 02:01 Killed by Adyta the orc pyromancer at level 40 on the 70th Regrowth 123rd year of Ascendancy at 11:21 Killed by ghoul at level 47 on the 52nd Pyre 123rd year of Ascendancy at 08:26 Killed by Emylerawen the orc elite berserker at level 50 on the 29th Haze 123rd year of Ascendancy at 20:55 Killed by Elandar at level 50 on the 34th Haze 123rd year of Ascendancy at 08:49 Killed by Elandar at level 50 on the 34th Haze 123rd year of Ascendancy at 08:54 |
Antimagic | Follower |
Primary Stats
Strength | 165 (base 64) |
Dexterity | 104 (base 65) |
Constitution | 78 (base 60) |
Magic | 45 (base 39) |
Willpower | 33 (base 14) |
Cunning | 78 (base 16) |
Resources
Life | -679/1931 |
Stamina | 370/380 |
Equilibrium | 1 |
Healing Factor | 2.2091804569539 |
Regeneration | 74.377686814024 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 9 |
See Stealth | 51.606190251377 |
See Invisible | 68.606190251377 |
Offense: Mainhand
Damage | 318 |
Accuracy | 89 |
Crit Chance | 65% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Fire | +14% |
Physical | +27% |
Mind | +20% |
All | +8% |
Offense: Damage Penetration
Nature | +45% |
Lightning | +35% |
Light | +45% |
Darkness | +35% |
Cold | +40% |
Mind | +45% |
Fire | +70% |
All | +25% |
Defense: Base
Armour (hardiness) | 84.723073231957 (96.438666929426%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 70 |
Mental Save | 67 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 40%( 70%) |
All | + 15%( 70%) |
Darkness | + 28%( 70%) |
Light | + 43%( 70%) |
Temporal | + 58%( 70%) |
Physical | + 35%( 70%) |
Lightning | + 69%( 70%) |
Fire | + 44%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 82% |
Confusion Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 70% |
Silence Resistance | 20% |
Pinning Resistance | 34% |
Disarm Resistance | 76% |
Instadeath Resistance | 100% |
Knockback Resistance | 98% |
Inscriptions (5/5)
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 671 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 971% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1047 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2462 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 again | active |
You have killed Ungolë 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 Cunning by +5. | done |
You failed to protect the injured seer from death by Adavena the giant spider. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by giant lightning ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Eilinatta the orc assassin. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by Layiwyn the dreadmaster. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Poleyama the snow giant thunderer. Escort: temporal explorer (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by marigold. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2831. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Urthestir the pair of voratun boots (20 def, 5 armour) Urthestir the pair of voratun boots (20 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+4 eff.) Fatigue: -5% Changes stats: +4 Str / +4 Con Changes resistances: +15% lightning / +15% temporal Stamina each turn: +2.20 Only die when reaching: -40.00 life Maximum life: +56.00 Maximum stamina: +75.50 Movement speed: +10% Healing mod.: +24% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Zubymina' alchemist's lamp 'Zubymina'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% blight / +3% physical / +6% temporal Reduces incoming crit damage: 15.00% Physical save: +12 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +36% Confusion immunity: +16% Light radius: +8 See stealth: +11 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Frigidpulverizer (9 def, 5 armour) Frigidpulverizer (9 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +8 Physical power: +20 (+4 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +7 Dex / +14 Cun Changes resistances: +14% nature / +3% cold Changes resistances penetration: +10% cold Spell save: +10 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +89.00 Healing mod.: +20% A cap made of leather. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 58% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 30 power out of 23/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Chillmight the voratun ring Chillmight 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: +19 (+4 eff.) Armour: +20 Changes stats: +10 Str Changes resistances: +6% acid / +6% temporal / +9% light / +6% fire / +9% nature Changes resistances penetration: +5% cold Changes damage: +8% all Spell save: +9 (+3 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +47% Confusion immunity: +48% Pinning immunity: +34% Knockback immunity: +47% Maximum life: +50.00 Spellpower: +20 (+3 eff.) Mindpower: +16 (+5 eff.) Rings make your fingers look great! |
On fingers | voratun ring 'Tidefist' voratun ring 'Tidefist'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 30 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 31 Damage (Ranged): 34 physical Damage when hit (Melee): 8 cold Changes stats: +14 Cun Changes resistances: +6% lightning / +9% temporal Changes resistances penetration: +20% mind Maximum encumbrance: +38 Stun/Freeze immunity: +50% Life regen: +25.00 Hate when firing a critical mind attack: +3.00 Maximum life: +99.00 Maximum hate: +15.00 Healing mod.: +19% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
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 (+3 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 | Prismspawn the voratun greatmaul (89-134 power, 4 apr) Prismspawn the voratun greatmaul (89-134 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.0 - 133.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 12 blight Changes stats: +13 Str Changes resistances: +6% light Changes resistances penetration: +5% light / +15% fire Changes damage: +6% fire / +19% physical Critical mult.: +49.00% Massive two-handed mauls. |
On hands | Malesta the Shockweeper (0 def, 3 armour) Malesta the Shockweeper (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +22 Physical power: +16 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +14 Dex / +15 Cun Changes resistances: +9% lightning / +3% light / +3% nature Changes resistances penetration: +10% lightning / +15% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | stralite plate armour 'Glorata' (0 def, 20 armour) stralite plate armour 'Glorata' (0 def, 20 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Fatigue: +16% Changes resistances: +10% acid / +10% physical / +13% fire / +13% lightning / +11% cold Talent cooldown: Rush (-5 turns) Physical save: +11 (+2 eff.) Mental save: +12 (+3 eff.) Poison immunity: +10% Silence immunity: +20% Disarm immunity: +29% Stun/Freeze immunity: +32% Knockback immunity: +51% Life regen: +5.00 Maximum life: +20.00 Healing mod.: +17% A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Offalravage' (18 def, 10 armour) elven-silk cloak 'Offalravage' (18 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+4 eff.) Changes stats: +5 Str / +2 Dex / +3 Cun / +6 Con Changes resistances: +3% nature / +6% lightning Changes resistances penetration: +15% fire / +10% darkness / +20% nature Changes damage: +12% darkness Physical save: +55 (+12 eff.) Spell save: +25 (+7 eff.) Mental save: +40 (+10 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Kylegorn the Blindviper Kylegorn the BlindviperInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +18 (+4 eff.) Changes stats: +5 Dex / +4 Wil / +5 Cun / +13 Lck Changes resistances penetration: +15% light Changes damage: +12% mind Mental save: +12 (+3 eff.) Blindness immunity: +34% Confusion immunity: +22% Mindpower: +13 (+4 eff.) Infravision radius: +9 Sight radius: +2 See invisible: +14 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 254; cd 11) healing infusion of the duelist (heal 254; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 371; cd 12) healing infusion of the warrior (heal 371; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 371 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 383; cd 10) healing infusion of the warrior (heal 383; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 383 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 380; cd 10) healing infusion of the warrior (heal 380; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 175; cd 15) healing infusion of the wizard (heal 175; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -694; dur 7; cd 29) heroism infusion of the titan (die at -694; dur 7; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -694 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1631 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 801%; cd 10) movement infusion of the sneak (speed 801%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 718%; cd 11) movement infusion of the sneak (speed 718%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 753%; cd 16) movement infusion of the sneak (speed 753%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 895%; cd 8) movement infusion of the warrior (speed 895%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 895% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 593; 16 cd) regeneration infusion of the duelist (heal 593; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 593 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 284; 15 cd) regeneration infusion of the psychic (heal 284; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 535; 17 cd) regeneration infusion of the sneak (heal 535; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 627; 12 cd) regeneration infusion of the titan (heal 627; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 574; 14 cd) regeneration infusion of the titan (heal 574; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 574 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 388; 14 cd) regeneration infusion of the titan (heal 388; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 739; 12 cd) regeneration infusion of the titan (heal 739; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 739 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 674; 13 cd) regeneration infusion of the warrior (heal 674; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 674 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 814; 12 cd) regeneration infusion of the warrior (heal 814; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 814 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; mental; dur 2; cd 12) wild infusion of the psychic (res 27%; mental; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. blink rune (range 8; phase 27; cd 20)blink rune (range 8; phase 27; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the sneak (regen 2057% over 10 turns; mana 103; cd 15)manasurge rune of the sneak (regen 2057% over 10 turns; mana 103; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2057% for 10 turns (0 total) and instantly restoring 103 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Chalidas the gold amulet Chalidas the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% acid / +3% temporal / +12% nature Blindness immunity: +10% Life regen: +2.00 Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
Firebile FirebileInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +1 Con Changes resistances: +12% lightning / +3% fire Stun/Freeze immunity: +23% Amulets make your neck look great! |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 513.02 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Islatta the Goreborn Islatta the GorebornInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Wil / +5 Con Changes resistances: +14% physical Changes resistances penetration: +10% nature Changes damage: +9% nature / +12% arcane Talent masteries: +0.40 Technique / Conditioning +0.40 Cunning / Survival Physical save: +15 (+3 eff.) Life regen: +11.00 Stamina each turn: +0.90 Maximum life: +80.00 Spell crit. chance: +2% Damage Shield penetration: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
Magmabliss the stralite amulet Magmabliss the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances: +25% light / +26% darkness Changes resistances penetration: +25% mind Changes damage: +21% light / +21% fire Blindness immunity: +44% Equilibrium when hit: +0.12 Amulets make your neck look great! |
Noonquell NoonquellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Effects on melee hit: * 21 arcane resource burn Damage when hit (Melee): 2 mind Changes stats: +6 Con Changes resistances: +3% acid / +24% temporal / +12% mind / +5% arcane Critical mult.: +17.00% Physical save: +20 (+5 eff.) Pinning immunity: +50% Knockback immunity: +44% Life regen: +11.00 Maximum life: +80.00 Light radius: +2 Amulets make your neck look great! |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +23% Amulets make your neck look great! |
cleansing stralite amulet of murder cleansing stralite amulet of murderInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Changes resistances: +17% nature / +13% blight Critical mult.: +16.00% Poison immunity: +28% Disease immunity: +32% Amulets make your neck look great! |
savior's stralite amulet of healing savior's stralite amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +18 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+4 eff.) Cut immunity: +70% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's stralite amulet of vision savior's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +18 (+5 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +24% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
stralite amulet 'Bileslicer' stralite amulet 'Bileslicer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% lightning / +15% cold / +20% mind / +9% darkness Changes resistances penetration: +10% nature Changes damage: +18% nature Disease immunity: +21% Disarm immunity: +21% Confusion immunity: +65% Amulets make your neck look great! |
voratun amulet 'Hazeravager' voratun amulet 'Hazeravager'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +16 Lck / +10 Wil Changes resistances: +15% acid / +27% temporal / +9% light / +6% cold Blindness immunity: +30% Pinning immunity: +50% Knockback immunity: +37% Maximum psi: +10.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +1% Infravision radius: +10 Sight radius: +2 See invisible: +10 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
Blizzardsteel BlizzardsteelInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +6 Wil / +5 Cun Changes resistances penetration: +20% blight / +20% cold / +10% darkness Changes damage: +9% cold Mental save: +13 (+3 eff.) Confusion immunity: +42% Rings make your fingers look great! |
Iviyanne IviyanneInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +38% lightning / +6% temporal / +20% mind / +3% acid Changes resistances penetration: +10% mind Changes damage: +38% mind / +19% lightning Knockback immunity: +10% Life regen: +17.00 Maximum life: +93.00 Mindpower: +15 (+5 eff.) Healing mod.: +25% Rings make your fingers look great! |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Torigorn TorigornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +3 Dex Changes damage: +9% physical / +6% all Only die when reaching: -40.00 life Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
steel ring 'Barugrim' steel ring 'Barugrim'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag / +2 Con Changes resistances: +24% lightning / +5% arcane Changes damage: +12% lightning / +3% blight Critical mult.: +15.00% Spell save: +10 (+3 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +21% Maximum stamina: +15.00 Rings make your fingers look great! |
titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. hateful voratun dagger of corruption (38-50 power, 9 apr)hateful voratun dagger of corruption (38-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Damage (Melee): +20 darkness Damage against: +20% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of torment (38-50 power, 9 apr)quick voratun dagger of torment (38-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +7 Dex Combat speed: +10% Sharp, short and deadly. |
voratun greatmaul 'Dourhacker' (87-130 power, 4 apr) voratun greatmaul 'Dourhacker' (87-130 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.0 - 130.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +36 Physical crit. chance: +16.0% Damage when hit (Melee): 2 darkness Changes resistances: +6% nature Changes resistances penetration: +10% arcane / +21% all Critical mult.: +44.00% Poison immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Massive two-handed mauls. |
voratun greatmaul 'Lightningmistress' (65-98 power, 4 apr) voratun greatmaul 'Lightningmistress' (65-98 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 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: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 23% Damage (Melee): +24 nature Damage (radius 2) on crit: +4 lightning / +4 temporal When wielded/worn: Armour penetration: +38 Physical crit. chance: +35.0% Damage when hit (Melee): 2 acid Changes resistances: +15% temporal Changes resistances penetration: +10% acid Changes damage: +15% lightning Critical mult.: +98.00% 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 mult (max 40%) 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. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Xeribrenne the stralite greatsword (63-101 power, 3 apr) Xeribrenne the stralite greatsword (63-101 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 13 On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+3 eff.) Changes stats: +13 Con / +13 Wil Changes resistances: +9% blight Changes resistances penetration: +15% acid / +5% blight Maximum life: +82.00 Massive two-handed swords. |
voratun greatsword 'Uligen' (59-94 power, 4 apr) voratun greatsword 'Uligen' (59-94 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: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +21 Physical power: +19 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes stats: +28 Con / +17 Wil Changes resistances penetration: +14% all / +19% physical Blindness immunity: +20% Disease immunity: +10% Silence immunity: +20% Disarm immunity: +41% Maximum life: +154.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of amnesia (41-57 power, 6 apr)balanced voratun longsword of amnesia (41-57 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +12 (+3 eff.) Disarm immunity: +50% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of flames (16-18 power, 40 apr, nature damage)horrifying living mindstar of flames (16-18 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire / 14 mind / 15 darkness Changes resistances: +18% fire Changes resistances penetration: +19% fire Changes damage: +17% fire / +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Searvagrant'drakeskin leather sling 'Searvagrant' Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 27 arcane resource burn * 27% chance to slow global speed by 58% Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +27 mind When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +14 Con / +15 Wil Changes resistances: +12% lightning / +18% fire / +15% blight / +21% acid Spell save: +24 (+7 eff.) Maximum life: +100.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. swiftstrike drakeskin leather slingswiftstrike drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +5 Cun Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Lorulathahek the Obsidianspire (30-36 power, 6 apr, cold element)Lorulathahek the Obsidianspire (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% temporal / +14% darkness / +12% fire Changes resistances penetration: +5% mind / +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mental save: +9 (+2 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Defense after a teleport: +23 Resist all after a teleport: +21% New effects duration reduction after a teleport: +25% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone magestaff of warding (30-36 power, 6 apr, cold element)bloodlich's dragonbone magestaff of warding (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +10 Mag / +9 Cun / +10 Con Maximum wards: +2 cold Changes damage: +30% cold Talents granted: +5 Ward +1 Command Staff Critical mult.: +30.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +50.00 Maximum neg.energy: +37.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elm magestaff of fate (10-12 power, 2 apr, lightning element)lifebinding elm magestaff of fate (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +10% lightning Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +0.80 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone starstaff (30-36 power, 6 apr, darkness element)magelord's dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 39 arcane Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +80.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Veledassra VeledassraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +6% mind / +12% darkness Changes damage: +12% arcane Physical save: +6 (+1 eff.) Spell save: +11 (+3 eff.) Poison immunity: +20% Maximum life: +80.00 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt of the vagrantblurring drakeskin leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +6 Con Stealth bonus: +13 Mental save: +12 (+3 eff.) Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Barafast' drakeskin leather belt 'Barafast'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +12 (+3 eff.) Changes resistances: +3% acid / +3% mind Changes resistances penetration: +5% arcane Changes damage: +9% mind Physical save: +49 (+10 eff.) Blindness immunity: +20% Knockback immunity: +10% Mindpower: +20 (+7 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's drakeskin leather beltnoble's drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Damage against: +42% Summoned Reduced damage from: +44% Summoned A belt that goes around your waist. |
Dawnquick the elven-silk cloak (3 def, 0 armour) Dawnquick the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +6 Dex / +6 Wil / +11 Cun Changes resistances: +17% blight / +19% nature / +6% light Changes resistances penetration: +20% temporal Changes damage: +9% arcane Life regen: +11.00 Mental crit. chance: +8% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardythel the Morningminister (33 def, 0 armour) Mardythel the Morningminister (33 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +33 (+7 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% lightning / +6% cold / +9% light Changes resistances penetration: +15% acid Reduces incoming crit damage: 10.00% Physical save: +44 (+9 eff.) Mental save: +18 (+4 eff.) Only die when reaching: -50.00 life Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormpyre the linen cloak (1 def, 0 armour) Stormpyre the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning Mental save: +3 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum life: +33.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane 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.) Activation costs 30 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. |
This item will automatically be transmogrified when you leave the level. battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour)battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +4 Mag / +4 Wil / +6 Con Talent mastery: +0.30 Technique / Combat training Spell save: +14 (+4 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of Angolwen (0 def, 0 armour)spellwoven silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +13% all Spell save: +22 (+6 eff.) Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +23 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven cashmere robe (0 def, 0 armour)stormwoven cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +11% lightning / +11% cold / +11% all Changes damage: +20% lightning / +17% physical / +19% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betunne the pair of drakeskin leather boots (0 def, 5 armour) Betunne the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +6 Mag / +12 Lck Stealth bonus: +15 Physical save: +15 (+3 eff.) Pinning immunity: +20% Teleport immunity: +20% Maximum life: +80.00 Light radius: +3 A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Daimetobers the pair of voratun boots (17 def, 5 armour) Daimetobers the pair of voratun boots (17 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+4 eff.) Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +3% blight / +9% temporal Changes resistances penetration: +20% mind Changes damage: +12% mind Maximum encumbrance: +40 Physical save: +26 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+4 eff.) Life regen: +10.00 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 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. |
Hettemnir the pair of hardened leather boots (0 def, 3 armour) Hettemnir the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes resistances: +15% light / +6% darkness / +9% nature Changes resistances penetration: +10% mind Blindness immunity: +10% Life regen: +4.00 Stamina each turn: +0.60 Maximum life: +48.00 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Olunarikor the Glacierwarden (20 def, 11 armour)Olunarikor the Glacierwarden (20 def, 11 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+4 eff.) Damage when hit (Melee): 10 arcane Changes resistances: +12% acid / +18% light / +21% darkness / +7% arcane Changes damage: +12% cold Critical mult.: +27.20% Silence immunity: +38% Confusion immunity: +50% Stun/Freeze immunity: +50% Teleport immunity: +27% Mana each turn: +0.20 Spellpower: +15 (+2 eff.) A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - 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 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of tirelessness (0 def, 5 armour)grounding pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +15% lightning / +13% temporal Stamina each turn: +1.30 Maximum stamina: +31.00 A pair of boots made of leather. |
pair of rough leather boots 'Galehue' (5 def, 7 armour) pair of rough leather boots 'Galehue' (5 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Changes resistances: +3% lightning / +6% acid Disarm immunity: +10% Life regen: +1.00 Maximum life: +80.00 Healing mod.: +11% A pair of boots made of leather. |
pair of voratun boots 'Borydevor' (23 def, 5 armour) pair of voratun boots 'Borydevor' (23 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+5 eff.) Fatigue: -5% Damage when hit (Melee): 8 temporal Changes stats: +5 Cun / +5 Con Changes resistances: +6% light / +3% nature Maximum encumbrance: +41 Physical save: +38 (+8 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Brandwilter' (0 def, 21 armour) pair of voratun boots 'Brandwilter' (0 def, 21 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +20 (+4 eff.) Armour: +21 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Changes stats: +12 Con / +10 Wil Changes resistances: +6% light / +6% cold Changes resistances penetration: +5% fire / +20% physical Disarm immunity: +24% Maximum stamina: +10.00 Mindpower: +18 (+6 eff.) Infravision radius: +6 Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 162.00 arcane damage and stunned) Activation costs 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Dazzleonslaught the voratun helm (8 def, 14 armour) Dazzleonslaught the voratun helm (8 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 58% Changes stats: +13 Str / +5 Con Changes resistances: +12% cold / +3% temporal / +18% light / +6% all Changes damage: +6% light / +6% cold Physical save: +14 (+3 eff.) Spell save: +6 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1053.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. 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: - Heavy armour training - Strength 35 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 (+1 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 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 262.37 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. |
Eclipsesmash the hardened leather cap (21 def, 9 armour) Eclipsesmash the hardened leather cap (21 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Armour: +9 Defense: +21 (+4 eff.) Fatigue: +3% Changes stats: +4 Con Changes resistances: +8% lightning / +9% temporal / +4% all Changes resistances penetration: +10% darkness Physical save: +11 (+2 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.00 Maximum stamina: +10.00 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Relgosin the Icefoe (0 def, 11 armour) Relgosin the Icefoe (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Changes resistances: +6% fire / +5% arcane / +12% cold Physical save: +3 (+0 eff.) Blindness immunity: +20% Disease immunity: +10% Maximum life: +80.00 Infravision radius: +3 A cap made of leather. |
Rhilantir (0 def, 9 armour) Rhilantir (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +11 (+2 eff.) Armour: +9 Fatigue: +5% Changes stats: +6 Str / +8 Wil / +18 Con Changes resistances: +3% blight / +13% physical Physical save: +12 (+3 eff.) Mental save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 A cap made of leather. |
Xerimina the Singewinter (0 def, 16 armour) Xerimina the Singewinter (0 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Fatigue: +4% Changes resistances: +6% lightning / +6% temporal Changes damage: +3% fire Reduces incoming crit damage: 5.00% Maximum life: +100.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour) Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 24 power out of 40/40. 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. |
voratun helm 'Porylle' (0 def, 5 armour) voratun helm 'Porylle' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +15 Dex / +2 Wil / +5 Cun / +5 Con / +17 Lck Changes resistances: +18% nature / +9% acid Physical save: +13 (+3 eff.) Mental save: +10 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +6% Infravision radius: +3 See invisible: +6 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 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 (+2 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 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 35.17 fire damage in a radius of 3 each turn for 7 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. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Tulyruidan (20 def, 29 armour) Tulyruidan (20 def, 29 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +30 (+5 eff.) Armour: +29 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 17 fire Damage (Ranged): 16 fire Changes resistances: +40% fire / +48% physical Critical mult.: +5.00% Only die when reaching: -60.00 life Maximum life: +58.00 A suit of armour made of leather. |
Frozenschism (0 def, 31 armour) Frozenschism (0 def, 31 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Fatigue: +22% Damage when hit (Melee): 12 cold Changes resistances: +15% acid / +14% cold / +6% physical Changes resistances penetration: +31% cold Allows you to breathe in: water Reduces incoming crit damage: 18.73% Poison immunity: +25% Pinning immunity: +25% Maximum life: +100.00 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 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 (+10 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 Activation costs 15 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. |
This item will automatically be transmogrified when you leave the level. voratun plate armour 'Hettasus' (0 def, 16 armour)voratun plate armour 'Hettasus' (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Cun Changes resistances: +20% light / +19% darkness Changes damage: +41% acid Mental save: +24 (+6 eff.) Equilibrium when hit: +0.48 Psi when hit: +0.20 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows 'Emelenn' (18/18, 70-99 power, 52 apr)quiver of dragonbone arrows 'Emelenn' (18/18, 70-99 power, 52 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +52 Crit. chance: +31.0% Capacity: 18 Travel speed: +472% Damage (radius 1) on hit: +27 physical When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 30 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
56 alchemist agate 56 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. |
Dagiruintir the Gleamhunter (dig speed 9 turns) Dagiruintir the Gleamhunter (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str Changes resistances: +15% nature / +6% cold Changes damage: +7% nature / +6% light Critical mult.: +14.00% Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Branomagrim the dwarven lantern Branomagrim the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Changes resistances: +6% blight / +3% nature / +6% lightning Physical save: +15 (+3 eff.) Mental save: +8 (+2 eff.) Teleport immunity: +20% Mindpower: +7 (+2 eff.) Mental crit. chance: +9% Light radius: +9 Healing mod.: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
fire opal 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 410.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of corruption (21/21, 66-80 power, 6 apr)barbed pouch of voratun shots of corruption (21/21, 66-80 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 21 When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Forestseam the stralite torque of psionic shield [power 131] (15 cooldown) Forestseam the stralite torque of psionic shield [power 131] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 58% Damage when hit (Melee): 10 mind Changes resistances: +21% acid Changes resistances penetration: +15% mind / +26% nature Changes damage: +9% acid Mental save: +19 (+4 eff.) Psi when hit: +0.20 Maximum hate: +10.00 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Galeravager [power 4] (15 cooldown) Galeravager [power 4] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +2 Mag / +4 Cun / +5 Con Changes resistances penetration: +15% lightning / +20% darkness / +15% blight Spell save: +12 (+3 eff.) Spellpower: +20 (+3 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Gleldaba [power 380] (9 cooldown) Gleldaba [power 380] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +26% blight / +15% arcane Changes damage: +12% blight / +32% arcane Vim when firing critical spell: +2.11 Spellpower on spell critical (stacks up to 3 times): +11 It can be used to blast the opponent's mind dealing 456 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Hurulador' [power 235] (9 cooldown) dwarven-steel torque of mindblast 'Hurulador' [power 235] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +5% arcane / +4% physical Life regen: +4.00 Only die when reaching: -20.00 life Light radius: +1 It can be used to blast the opponent's mind dealing 282 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing 'Fogsquall' [power 560] (9 cooldown) dragonbone totem of healing 'Fogsquall' [power 560] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +2 Wil / +1 Con Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +15% darkness Reduces incoming crit damage: 5.00% It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 110. * Reduce 3 talent cooldowns by 2. * Increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Morninglady' [power 560] (9 cooldown) dragonbone totem of stinging 'Morninglady' [power 560] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +17 Changes resistances: +6% cold Changes damage: +9% light Spell save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Blindness immunity: +21% Disease immunity: +21% Confusion immunity: +21% It can be used to sting an enemy dealing 605 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Frigidgrinder' [power 398] (9 cooldown) elven-wood totem of healing 'Frigidgrinder' [power 398] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 23% Damage when hit (Melee): 11 acid Changes stats: +3 Str / +13 Wil Changes resistances penetration: +29% acid / +20% cold Changes damage: +12% cold Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 398 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 452] (9 cooldown) powerful dragonbone totem of healing [power 452] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. evasive dragonbone wand of lightning storm [power 560] (9 cooldown)evasive dragonbone wand of lightning storm [power 560] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 120 lightning damage and will be dazed for 1 turn (604 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 diamond 2 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. |
pearl 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. |
Achievements
By marigold the Cornac Berserker level 36
2nd Allure 123rd year of Ascendancy at 04:28 see stats
By marigold the Cornac Berserker level 50
41st Dusk 123rd year of Ascendancy at 20:39 see stats
By marigold the Cornac Berserker level 36
2nd Wintertide 123rd year of Ascendancy at 14:16 see stats
By marigold the Cornac Berserker level 30
51st Haze 122nd year of Ascendancy at 04:12 see stats
By marigold the Cornac Berserker level 47
48th Pyre 123rd year of Ascendancy at 10:17 see stats
By marigold the Cornac Berserker level 40
66th Regrowth 123rd year of Ascendancy at 03:59 see stats
By marigold the Cornac Berserker level 31
56th Haze 122nd year of Ascendancy at 13:20 see stats
By marigold the Cornac Berserker level 15
13rd Dusk 122nd year of Ascendancy at 20:39 see stats
By marigold the Cornac Berserker level 39
62nd Regrowth 123rd year of Ascendancy at 11:25 see stats
By marigold the Cornac Berserker level 31
61st Haze 122nd year of Ascendancy at 19:05 see stats
By marigold the Cornac Berserker level 26
16th Haze 122nd year of Ascendancy at 11:27 see stats
By marigold the Cornac Berserker level 23
75th Dusk 122nd year of Ascendancy at 03:58 see stats
By marigold the Cornac Berserker level 31
77th Haze 122nd year of Ascendancy at 08:32 see stats
By marigold the Cornac Berserker level 28
28th Haze 122nd year of Ascendancy at 12:34 see stats
By marigold the Cornac Berserker level 50
65th Dusk 123rd year of Ascendancy at 05:05 see stats
By marigold the Cornac Berserker level 37
10th Allure 123rd year of Ascendancy at 15:31 see stats
By marigold the Cornac Berserker level 10
3rd Mirth 122nd year of Ascendancy at 15:44 see stats
By marigold the Cornac Berserker level 20
50th Dusk 122nd year of Ascendancy at 23:24 see stats
By marigold the Cornac Berserker level 30
38th Haze 122nd year of Ascendancy at 20:37 see stats
By marigold the Cornac Berserker level 40
62nd Regrowth 123rd year of Ascendancy at 14:13 see stats
By marigold the Cornac Berserker level 50
4th Mirth 123rd year of Ascendancy at 22:59 see stats
By marigold the Cornac Berserker level 44
31st Pyre 123rd year of Ascendancy at 12:53 see stats
By marigold the Cornac Berserker level 50
62nd Dusk 123rd year of Ascendancy at 22:33 see stats
By marigold the Cornac Berserker level 50
1st Flare 123rd year of Ascendancy at 11:13 see stats
By marigold the Cornac Berserker level 25
14th Haze 122nd year of Ascendancy at 02:27 see stats
By marigold the Cornac Berserker level 44
31st Pyre 123rd year of Ascendancy at 14:21 see stats
By marigold the Cornac Berserker level 29
37th Haze 122nd year of Ascendancy at 03:45 see stats
By marigold the Cornac Berserker level 21
73rd Dusk 122nd year of Ascendancy at 10:45 see stats
By marigold the Cornac Berserker level 39
62nd Regrowth 123rd year of Ascendancy at 14:05 see stats
By marigold the Cornac Berserker level 25
15th Haze 122nd year of Ascendancy at 01:11 see stats
By marigold the Cornac Berserker level 7
78th Pyre 122nd year of Ascendancy at 17:01 see stats
By marigold the Cornac Berserker level 50
63rd Dusk 123rd year of Ascendancy at 00:05 see stats
By marigold the Cornac Berserker level 50
37th Dusk 123rd year of Ascendancy at 02:22 see stats
By marigold the Cornac Berserker level 16
30th Dusk 122nd year of Ascendancy at 05:17 see stats
By marigold the Cornac Berserker level 42
10th Pyre 123rd year of Ascendancy at 18:34 see stats
By marigold the Cornac Berserker level 22
73rd Dusk 122nd year of Ascendancy at 15:03 see stats
By marigold the Cornac Berserker level 14
7th Dusk 122nd year of Ascendancy at 02:06 see stats
By marigold the Cornac Berserker level 50
34th Haze 123rd year of Ascendancy at 08:49 see stats
By marigold the Cornac Berserker level 35
1st Wintertide 123rd year of Ascendancy at 04:09 see stats
Log
marigold hits Elandar for (1 to time), 0 blight, (143 to time), 0 physical, (7 to time), 0 arcane, (5 to time), 0 physical (0 total damage).
marigold hits Argoniel for 1 blight, 1 healing, 292 physical, 8 arcane, 8 physical, 1 blight, 1 healing (312 total damage) [3 healing].
Elandar casts Freeze.
Elandar's spell attains critical power!
Marigold is recovering from the damage!
Marigold resists!
Argoniel has regained its confidence.
marigold killed Stone Guardian!
Bleeding from Marigold hits Argoniel for 37 physical damage.
Elandar's cleansing fire area effect hits Argoniel for 95 arcane damage.
Elandar's cleansing fire area effect hits marigold for 84 arcane damage.
Elandar hits marigold for 656 arcane damage.
Elandar casts Flame.
Marigold is on fire!
Elandar hits marigold for 293 arcane damage.
Argoniel HEALS from blight damage!
Melee retaliation hits Argoniel for 21 fire, 3 blight, 4 healing, 4 cold, 20 fire, 3 blight, 4 healing, 4 cold (54 total damage) [8 healing].
Argoniel hits marigold for 138 physical, 155 physical, 11 nature, 17 darkness (321 total damage).
LIFE LOST WARNING!
Elandar shrugs off the effect 'Exposed'!
Burning from Elandar hits marigold for 110 arcane damage.
Acid Splash from Argoniel hits marigold for 23 acid damage.
marigold hits Elandar for (91 to time), 0 physical, (9 to time), 0 arcane, (8 to time), 0 physical (0 total damage).
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar's cleansing fire area effect hits Argoniel for 95 arcane damage.
Elandar hits marigold for 639 arcane damage.
marigold the level 50 cornac berserker was imploded to death by a Elandar on level 11 of High Peak.
Marigold no longer revels in blood quite so much.