Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Embers of Rage 1.4.4Official 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:
No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 163 / 43% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 427 (base 170) |
| Dexterity | 282 (base 80) |
| Constitution | 363 (base 161) |
| Magic | 279 (base 170) |
| Willpower | 154 (base 80) |
| Cunning | 240 (base 80) |
Resources
| Mana | 1762/1762 |
| Psi_feedback | 0/160 |
| Life | 5346/5346 |
| Paradox | 300 |
| Equilibrium | 45 |
| Vim | 851/851 |
| Positive | 427/516 |
| Stamina | 1290/1320 |
| Psi | 1301/1301 |
| Healing Factor | 2.4045383983085 |
| Regeneration | 853.12232284048 |
Speed
| Mental | +20.08789317789% |
| Attack | +20.08789317789% |
| Movement | +154.01266197552% |
| Spell | 0% |
| Global | +165.35928143713% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 32 |
| See Stealth | 64.907739917358 |
| See Invisible | 133.32809904332 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, demon/minor, demon/major |
Offense: Mainhand
| Damage | 1239 |
| Accuracy | 160 |
| Crit Chance | 189% |
| APR | 108 |
| Speed | 0.56 |
Offense: Offhand
| Damage | 1175 |
| Accuracy | 160 |
| Crit Chance | 191% |
| APR | 108 |
| Speed | 0.56 |
Offense: Spell
| Spellpower | 140 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 89% |
| Speed | 0.83272341077603 |
Offense: Damage Bonus
| All | +16% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 250.33244543424 (100%) |
| Defense | 89 |
| Ranged Defense | 90 |
| Fatigue | 0 |
| Physical Save | 111 |
| Spell Save | 111 |
| Mental Save | 111 |
Defense: Resistances
| All | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 62% |
| Fear Resistance | 23% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 0% |
| Bleed Resistance | 100% |
| Disarm Resistance | 67% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 65 for 10 turns. While Heroism is active, you will only die when reaching -2093 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2607% for 10 turns and instantly restoring 130 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1368 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1299 damage for 8 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 16/5 |
| 16/5 |
| 14/5 |
| Spell / Golemancy | 1.20 |
| 15/5 |
| 15/5 |
| 1/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.20 |
| 14/5 |
| 15/5 |
| 14/5 |
| 0/5 |
| Psionic / Focus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Psionic / Solipsism | 1.20 |
| 13/5 |
| 9/5 |
| 15/5 |
| 15/5 |
| Psionic / Discharge | 1.00 |
| 1/5 |
| 1/5 |
| 9/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 15/5 |
| 14/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 16/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 10/5 |
| 6/5 |
| 10/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 16/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 16/5 |
| 16/5 |
| 13/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 12/5 |
| 5/5 |
| 16/5 |
| 6/5 |
| Technique / Bloodthirst | 1.20 |
| 9/5 |
| 6/5 |
| 5/5 |
| 16/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 9/5 |
| 5/5 |
| Wild-gift / Ooze | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 16/5 |
| Technique / Magical combat | 1.20 |
| 6/5 |
| 15/5 |
| 15/5 |
| 15/5 |
| Corruption / Reaving combat | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 5/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 7/5 |
| 16/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Technique / Battle tactics | 1.00 |
| 14/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 12/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 7/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 15/5 |
| 13/5 |
| 13/5 |
| 6/5 |
| Cunning / Survival | 1.00 |
| 16/5 |
| 5/5 |
| 16/5 |
| 5/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 14/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 15/5 |
| 14/5 |
| 16/5 |
| 16/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.20 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
| Psionic / Feedback | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 11/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 12/5 |
| Cunning / Scoundrel | 1.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.20 |
| 5/5 |
| 14/5 |
| 16/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 7/5 |
| 5/5 |
| 16/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 15/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 15/5 |
| 16/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Wild Growth |
| talent | Lucid Dreamer |
| talent | Augmentation |
| talent | Mitosis |
| talent | Weapon Folding |
| talent | Second Life |
| talent | Inner Power |
| talent | Skate |
| talent | Arcane Power |
| talent | Elemental Harmony |
| talent | Lacerating Strikes |
| talent | Hymn of Detection |
| talent | Beyond the Flesh |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+65% global speed). Clarity |
| beneficial effect | Parrying melee attacks: Has a 35% chance to deflect up to 311 damage from the next 4.1 attack(s). Parrying |
| beneficial effect | A flow of life spins around the target, regenerating 273.72 life per turn. Regeneration |
| beneficial effect | Countering melee attacks: Has a 83% chance to get an automatic counter attack when avoiding a melee attack. (3.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you learnt talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you learnt talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you learnt talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 6510. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed xorn fragment. * You've found the needed mummified bone. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed minotaur nose. * You've found the needed red crystal shard. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | masterforged voratun greatmaul (243.3-364.95 power, 40 apr) =TP All= masterforged voratun greatmaul (243.3-364.95 power, 40 apr) =TP All=Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 Base power: 243.3 - 365.0 Uses stat: 226% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +91 Armour Penetration: +40 Physical crit. chance: +22.0% Attack speed: 156% When this weapon hits: Poison Breath (10% chance level 3). Damage Shield penetration (this weapon only): +10% Damage (Melee): +236 mind / +236 nature / +236 darkness When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +1 Changes stats: +1 Dex / +1 Mag / +1 Cun Changes resistances: +3% lightning Changes damage: +105% physical / +105% temporal Grants telepathy: Demon/Minor Demon/Major All Talent granted: +5 Bone Grab Reduces incoming crit damage: 5.00% Spell save: +3 (+0 eff.) Disease immunity: +10% Life regen: +0.20 Only die when reaching: -40.00 life Maximum life: +20.00 Light radius: +1 Massive two-handed mauls. |
| Quiver | 532 alchemist agate 532 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. |
| On hands | Hurusin the Bleakrain (0 def, 3 armour) Hurusin the Bleakrain (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +3 Effects on melee hit: * 22% chance to cause random gloom * 90% chance to daze Damage (Melee): 25 darkness / 40 mind Changes stats: +6 Mag / +2 Wil / +6 Cun Changes resistances: +15% darkness / +3% acid Changes resistances penetration: +15% darkness Changes damage: +12% acid / +6% mind / +9% arcane / +6% darkness Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: -6 (-1 eff.) Mindpower: +18 (+3 eff.) Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +20 lightning / +37 darkness / +16 arcane Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +15 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Layosenne the Flashblur Layosenne the FlashblurCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +3 Mag / +9 Con Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Changes damage: +15% acid Blindness immunity: +44% Confusion immunity: +28% Light radius: +10 Infravision radius: +2 See stealth: +25 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | masterforged dwarven-steel helm (5 def, 18 armour) =Water breathing= masterforged dwarven-steel helm (5 def, 18 armour) =Water breathing=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +11% lightning / +14% cold / +11% darkness Talent mastery: +0.10 Technique / Combat training Allows you to breathe in: water Mental save: +39 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +84.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Blastclash (10 def, 5 armour) Blastclash (10 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour * 15% chance to daze Damage when hit (Melee): 16 acid Changes stats: +7 Mag / +13 Wil / +3 Cun / +6 Con Changes resistances: +12% temporal Changes resistances penetration: +25% temporal / +9% physical Changes damage: +6% temporal Reduces incoming crit damage: 10.00% Mindpower: +9 (+2 eff.) Light radius: +2 Infravision radius: +2 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Blindweeper the voratun pickaxe (dig speed 4 turns) Blindweeper the voratun pickaxe (dig speed 4 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +18 (+2 eff.) Effects on melee hit: * 60% chance to inflict damage reduction Changes stats: +6 Str / +7 Dex / +5 Wil Changes resistances: +6% acid / +18% darkness / +9% lightning / +3% mind / +6% cold / +13% arcane / +3% fire Changes damage: +15% fire / +15% mind / +6% darkness Critical mult.: +20.00% Mental save: +15 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon =Fire +Healing= Limmir's Amulet of the Moon =Fire +Healing=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness / 100 fire Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +20% fire / +9% all Grants telepathy: Demon/Major Demon/Minor Pinning immunity: +50% Maximum life: +60.00 Spellpower: +16 (+2 eff.) Light radius: +2 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
| In main hand | reforged Nerolratira the Deepsdream (140-196 power, 39 apr) reforged Nerolratira the Deepsdream (140-196 power, 39 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 140.0 - 196.0 Uses stat: 212% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +84 Armour Penetration: +39 Physical crit. chance: +19.0% Attack speed: 149% When this weapon hits: Chain Lightning (10% chance level 2). On weapon hit: * 35% chance to daze Damage (Melee): +177 cold / +197 mind / +177 physical When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +4 Str / +4 Dex / +3 Mag / +3 Wil / +11 Cun / +4 Con Changes resistances: +6% temporal Changes resistances penetration: +15% lightning / +15% physical / +25% mind / +10% darkness Changes damage: +78% lightning / +15% physical / +9% mind / +84% temporal Talent granted: +5 Deadly Strikes Equilibrium when hit: +0.08 Psi when hit: +0.24 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% Blunt and deadly. |
| Around waist | Lorukaltholar the Ashmistress Lorukaltholar the AshmistressInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -6% Effects on melee hit: * 45% chance to corrode armour * 10% chance to gain 10% of a turn Changes stats: +6 Dex / +6 Cun / +5 Con / +10 Lck Changes resistances: +3% physical Changes resistances penetration: +5% fire Changes damage: +9% physical Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Trap disarming bonus: +30 Stealth bonus: +9 Maximum encumbrance: +20 Mental save: +11 (+2 eff.) Only die when reaching: -40.00 life Maximum life: +130.00 Maximum stamina: +10.00 Mindpower: +8 (+1 eff.) Infravision radius: +6 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | reforged Zitir the voratun longsword (146.5-205.1 power, 39 apr) reforged Zitir the voratun longsword (146.5-205.1 power, 39 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 146.5 - 205.1 Uses stat: 210% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +84 Armour Penetration: +39 Physical crit. chance: +21.0% Attack speed: 149% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +190 blight / +174 fire / +174 arcane When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +13 Damage when hit (Melee): 12 arcane Changes stats: +7 Dex Changes resistances: +9% acid / +3% physical Changes resistances penetration: +15% physical Changes damage: +77% acid / +12% physical / +77% fire Talent granted: +4 Slime Spit Mental save: +12 (+2 eff.) Blindness immunity: +10% Knockback immunity: +10% Maximum mana: +100.00 Maximum vim: +20.00 Sharp, long, and deadly. |
| Cloak | elven-silk cloak 'Lightningclamor' (14 def, 0 armour) elven-silk cloak 'Lightningclamor' (14 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 16 lightning Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Con Changes resistances: +6% lightning / +6% cold / +12% darkness / +6% light Talent mastery: +0.40 Technique / Combat training Physical save: +15 (+0 eff.) Spell save: +0 (+0 eff.) Poison immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +10% Stamina each turn: +1.50 Mana each turn: -0.43 Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Breezepain (21.5 def, 72 armour) reforged Breezepain (21.5 def, 72 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +72 Defense: +21 (+4 eff.) Fatigue: +41% Effects on melee hit: * 90% chance to daze Damage when hit (Melee): 12 acid Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +11 Cun / +15 Con Changes resistances: +89% acid / +29% physical / -18% light / +29% lightning / +13% fire / +6% nature / +15% darkness Changes resistances penetration: +10% acid / +30% fire Changes damage: +33% nature / +15% lightning Talent cooldown: Evasion (-2 turns) Talent granted: +4 Rush Physical save: +117 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +33 (+6 eff.) Cut immunity: +59% Pinning immunity: +59% Stun/Freeze immunity: +59% Life regen: +14.40 Maximum life: +811.00 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 762) healing infusion of the duelist (heal 762)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 762 and cleanse 1 wound and poison 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 ability. |
healing infusion of the duelist (heal 709) healing infusion of the duelist (heal 709)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 709 and cleanse 1 wound and poison 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 ability. |
healing infusion of the psychic (heal 441) healing infusion of the psychic (heal 441)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 441 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 613) healing infusion of the sneak (heal 613)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 613 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 899) healing infusion of the titan (heal 899)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 899 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 1058) healing infusion of the warrior (heal 1058)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1058 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 690) healing infusion of the wizard (heal 690)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 690 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+47 for 13 turns, die at -1693) heroism infusion of the duelist (+47 for 13 turns, die at -1693)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 47 for 13 turns. While Heroism is active, you will only die when reaching -1693 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+26 for 11 turns, die at -1323) heroism infusion of the psychic (+26 for 11 turns, die at -1323)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1323 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+29 for 13 turns, die at -1322) heroism infusion of the psychic (+29 for 13 turns, die at -1322)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 13 turns. While Heroism is active, you will only die when reaching -1322 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+39 for 13 turns, die at -1399) heroism infusion of the sneak (+39 for 13 turns, die at -1399)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 13 turns. While Heroism is active, you will only die when reaching -1399 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+56 for 10 turns, die at -1839) heroism infusion of the titan (+56 for 10 turns, die at -1839)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 56 for 10 turns. While Heroism is active, you will only die when reaching -1839 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+65 for 11 turns, die at -2117) heroism infusion of the warrior (+65 for 11 turns, die at -2117)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 65 for 11 turns. While Heroism is active, you will only die when reaching -2117 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+45 for 11 turns, die at -1650) heroism infusion of the wizard (+45 for 11 turns, die at -1650)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 45 for 11 turns. While Heroism is active, you will only die when reaching -1650 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (680% speed; 9 turns) movement infusion (680% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (1325% speed; 7 turns) movement infusion of the duelist (1325% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1325% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (1260% speed; 6 turns) movement infusion of the duelist (1260% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1260% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1098% speed; 5 turns) movement infusion of the sneak (1098% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1098% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1771% speed; 6 turns) movement infusion of the warrior (1771% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1545% speed; 9 turns) movement infusion of the wizard (1545% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 1209 over 5 turns) regeneration infusion of the sneak (heal 1209 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1209 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 1683 over 5 turns) regeneration infusion of the titan (heal 1683 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1683 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 ability. |
regeneration infusion of the titan (heal 1586 over 5 turns) regeneration infusion of the titan (heal 1586 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1586 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 ability. |
regeneration infusion of the wizard (heal 1403 over 5 turns) regeneration infusion of the wizard (heal 1403 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1403 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
Rune of the Rift (766.00 temporal damage, removed from time 4 turns) Rune of the Rift (766.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 2382.26 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (131 cold damage; 22 apply power)biting gale rune (131 cold damage; 22 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 131.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 22) controlled phase door rune of the duelist (range 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 22. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 24) controlled phase door rune of the duelist (range 24)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 24. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 24) controlled phase door rune of the duelist (range 24)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 24. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 15) controlled phase door rune of the psychic (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 15) controlled phase door rune of the psychic (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (540 fire damage) heat beam rune (540 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 540.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (2346% regen over 10 turns; 117 instant mana) manasurge rune of the sneak (2346% regen over 10 turns; 117 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2346% for 10 turns and instantly restoring 117 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 ability. |
manasurge rune of the sneak (2074% regen over 10 turns; 103 instant mana) manasurge rune of the sneak (2074% regen over 10 turns; 103 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2074% for 10 turns 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 ability. |
manasurge rune of the sneak (2492% regen over 10 turns; 124 instant mana) manasurge rune of the sneak (2492% regen over 10 turns; 124 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2492% for 10 turns and instantly restoring 124 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 ability. |
manasurge rune of the titan (2803% regen over 10 turns; 140 instant mana) manasurge rune of the titan (2803% regen over 10 turns; 140 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2803% for 10 turns and instantly restoring 140 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (2625% regen over 10 turns; 131 instant mana) manasurge rune of the titan (2625% regen over 10 turns; 131 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2625% for 10 turns and instantly restoring 131 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (2559% regen over 10 turns; 127 instant mana) manasurge rune of the titan (2559% regen over 10 turns; 127 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2559% for 10 turns and instantly restoring 127 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (2101% regen over 10 turns; 105 instant mana) manasurge rune of the wizard (2101% regen over 10 turns; 105 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2101% for 10 turns and instantly restoring 105 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (2683% regen over 10 turns; 134 instant mana) manasurge rune of the wizard (2683% regen over 10 turns; 134 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2683% for 10 turns and instantly restoring 134 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 896 for 3 turns) shielding rune of the duelist (absorb 896 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 896 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 924 for 8 turns) shielding rune of the psychic (absorb 924 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 924 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.6 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Duskwreck DuskwreckInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Damage when hit (Melee): 12 blight Changes stats: +9 Str / +10 Dex / +19 Wil Changes resistances: +9% temporal / +3% light / +3% fire Changes resistances penetration: +10% darkness / +15% blight Changes damage: +10% physical Mental save: +6 (+1 eff.) Poison immunity: +25% Disarm immunity: +5% Only die when reaching: -40.00 life Spellpower: +2 (+0 eff.) Combat speed: +10% Amulets can have magical properties. |
Limmir's Amulet of the Moon =Damage + stat boost= Limmir's Amulet of the Moon =Damage + stat boost=0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
Mages gain Mages gainPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +14 Mag Changes damage: +7% lightning / +8% temporal / +8% light / +23% fire / +8% acid / +8% physical / +15% blight / +8% cold / +8% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +38.00% Spell save: +10 (+0 eff.) Poison immunity: +10% Stun/Freeze immunity: +30% Teleport immunity: +5% Spellpower: +27 (+3 eff.) Spell crit. chance: +11% Amulets can have magical properties. |
Nightstriker the steel amulet Nightstriker the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +11% light / +19% darkness Changes resistances penetration: +5% nature Blindness immunity: +24% Amulets can have magical properties. |
Turonik the Abysswinnow Turonik the AbysswinnowCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 fire Changes stats: +5 Dex / +1 Mag / +1 Cun Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Life regen: +4.50 Light radius: +1 Infravision radius: +1 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's voratun amulet of perfection (0.40 Spell / Animus,0.40 Spell / Earth) archmage's voratun amulet of perfection (0.40 Spell / Animus,0.40 Spell / Earth)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% acid / +8% fire / +8% cold / +7% lightning Talent masteries: +0.40 Spell / Animus +0.40 Spell / Earth Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
enraging stralite amulet of murder enraging stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Changes damage: +6% physical Critical mult.: +14.00% Combat speed: +10% Amulets can have magical properties. |
enraging voratun amulet of perfection (0.33 Cunning / Shadow magic,0.33 Psionic / Absorption) enraging voratun amulet of perfection (0.33 Cunning / Shadow magic,0.33 Psionic / Absorption)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes damage: +10% physical Talent masteries: +0.33 Psionic / Absorption +0.33 Cunning / Shadow magic Combat speed: +10% Amulets can have magical properties. |
enraging voratun amulet of perfection (0.35 Celestial / Radiance,0.35 Technique / Archery - slings) enraging voratun amulet of perfection (0.35 Celestial / Radiance,0.35 Technique / Archery - slings)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes damage: +10% physical Talent masteries: +0.35 Technique / Archery - slings +0.35 Celestial / Radiance Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Dazzlepain' gold amulet 'Dazzlepain'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light / 8 fire Changes stats: +1 Str / +15 Mag / +1 Wil Changes resistances: +6% temporal / +9% cold / +3% darkness / +10% arcane Changes resistances penetration: +5% light Changes damage: +7% darkness / +7% temporal / +7% light / +7% physical Spell save: +10 (+0 eff.) Disarm immunity: +20% Confusion immunity: +5% Knockback immunity: +5% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -186.00 life Maximum mana: +44.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
grounding voratun amulet of mastery (0.40 Spell / Advanced necrotic minions) grounding voratun amulet of mastery (0.40 Spell / Advanced necrotic minions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% lightning Talent mastery: +0.40 Spell / Advanced necrotic minions Stun/Freeze immunity: +33% Amulets can have magical properties. |
insulating voratun amulet of mastery (0.25 Technique / Unarmed discipline) insulating voratun amulet of mastery (0.25 Technique / Unarmed discipline)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% fire / +26% cold Talent mastery: +0.25 Technique / Unarmed discipline Amulets can have magical properties. |
protective voratun amulet of manastreaming protective voratun amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Changes stats: +6 Mag Changes resistances cap: +5% all Physical save: +27 (+0 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +57.00 Amulets can have magical properties. |
restful stralite amulet of mastery (0.16 Wild-gift / Summoning (utility)) restful stralite amulet of mastery (0.16 Wild-gift / Summoning (utility))Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Talent mastery: +0.16 Wild-gift / Summoning (utility) Life regen: +2.50 Amulets can have magical properties. |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +13 (+2 eff.) Changes stats: +20 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +19 Lck Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
starseer's voratun amulet of perfection (0.34 Chronomancy / Matter,0.34 Technique / Pugilism) starseer's voratun amulet of perfection (0.34 Chronomancy / Matter,0.34 Technique / Pugilism)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Talent masteries: +0.34 Chronomancy / Matter +0.34 Technique / Pugilism Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
vitalizing voratun amulet of perfection (0.40 Celestial / Sunlight,0.40 Spell / Acid alchemy) vitalizing voratun amulet of perfection (0.40 Celestial / Sunlight,0.40 Spell / Acid alchemy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.40 Celestial / Sunlight +0.40 Spell / Acid alchemy Physical save: +20 (+0 eff.) Life regen: +3.00 Maximum life: +76.00 Amulets can have magical properties. |
voratun amulet 'Bethybretta' voratun amulet 'Bethybretta'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +9 Mag Changes resistances: +27% lightning / +9% temporal / +6% darkness / +3% light Changes damage: +7% darkness / +8% temporal / +8% light / +8% physical Talent masteries: +0.40 Corruption / Reaving combat +0.40 Wild-gift / Antimagic Disarm immunity: +5% Confusion immunity: +10% Stun/Freeze immunity: +50% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
voratun amulet 'Singepunish' voratun amulet 'Singepunish'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +10 Dex / +4 Mag / +10 Wil / +10 Con Changes resistances: +3% temporal / +6% darkness / +6% fire Changes resistances penetration: +10% blight / +10% temporal Changes damage: +6% fire / +9% temporal Physical save: +25 (+0 eff.) Spell save: +58 (+0 eff.) Mental save: +25 (+5 eff.) Mana each turn: +0.24 Mana when firing critical spell: +1.00 Spell crit. chance: +4% Amulets can have magical properties. |
wanderer's gold amulet of dexterity (+14) wanderer's gold amulet of dexterity (+14)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +14 Dex / +8 Cun / +8 Con Life regen: +0.90 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
wanderer's stralite amulet of manastreaming wanderer's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +5 Mag / +9 Cun / +8 Con Life regen: +1.30 Stamina each turn: +1.30 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +52.00 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of willpower (+8) wanderer's voratun amulet of willpower (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +8 Dex / +7 Wil / +8 Cun / +8 Con Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blazeshaper the voratun ring Blazeshaper the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 29% chance to blind Effects on ranged hit: * 27% chance to blind Damage when hit (Melee): 12 arcane / 16 nature Changes stats: +5 Wil Changes resistances: +15% nature / +15% blight Changes resistances penetration: +15% lightning Maximum encumbrance: +40 Poison immunity: +27% Disease immunity: +30% Mana when firing critical spell: +5.00 Spellpower: +8 (+1 eff.) Rings can have magical properties. |
Camythad CamythadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Disarm immunity: +24% Pinning immunity: +31% Knockback immunity: +23% Stamina each turn: +0.20 Maximum life: +24.00 Spell crit. chance: +3% Healing mod.: +5% Rings can have magical properties. |
Delydutir the Eclipsestoker Delydutir the EclipsestokerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Damage when hit (Melee): 16 fire Changes stats: +10 Cun / +3 Mag Changes resistances: +12% darkness / +6% fire Changes resistances penetration: +10% blight / +15% darkness / +10% arcane Changes damage: +9% blight / +12% fire / +24% darkness Hate when firing a critical mind attack: +3.00 Maximum mana: +40.00 Maximum hate: +15.00 Spell crit. chance: +4% 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 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 852.59 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Lelildir the Greenburst Lelildir the GreenburstCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +10 Str / +2 Wil / +10 Con Changes resistances: +6% nature / +3% physical Changes resistances penetration: +10% lightning Disease immunity: +5% Disarm immunity: +10% Pinning immunity: +10% Psi when hit: +0.12 Mindpower: +8 (+1 eff.) Rings can have magical properties. |
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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 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: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 57 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Olesador the Blazebright Olesador the BlazebrightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 8 darkness / 8 fire Changes stats: +9 Cun / +10 Dex Changes resistances: +34% acid / +1% physical / +15% blight / +9% fire / +12% mind / +19% nature Changes resistances penetration: +15% darkness Changes damage: +17% acid / +18% fire Poison immunity: +27% Disease immunity: +30% Disarm immunity: +10% Stun/Freeze immunity: +10% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Silodheta the Woequell Silodheta the WoequellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +9 Dex / +9 Cun / +5 Con Changes resistances: +36% nature / +12% darkness Changes damage: +6% temporal / +18% nature / +15% darkness Spell save: +18 (+0 eff.) Equilibrium when hit: +0.16 Maximum stamina: +34.00 Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 434.49 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Xerynn the voratun ring Xerynn the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +19 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +9 Str / +10 Wil / +15 Con Changes damage: +12% acid / +9% physical / +12% arcane Spell save: +50 (+0 eff.) Mental save: +20 (+4 eff.) Poison immunity: +15% Spellpower on spell critical (stacks up to 3 times): +14 Maximum stamina: +40.00 Rings can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +14 (+2 eff.) Rings can have magical properties. |
gladiator's stralite ring of speed gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +12 (+1 eff.) Defense: +13 (+2 eff.) Changes stats: +9 Str / +9 Con Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +10 Str / +10 Con Rings can have magical properties. |
gladiator's voratun ring of aether (+20%) gladiator's voratun ring of aether (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +20% arcane Changes damage: +20% arcane Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
marksman's copper ring of aether (+11%) marksman's copper ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's steel ring of lightning (+20%) rogue's steel ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
sneakthief's gold ring of power sneakthief's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Cun / +4 Dex Spellpower: +7 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
sneakthief's voratun ring of warding sneakthief's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +28% acid / +30% fire / +30% lightning / +30% cold Rings can have magical properties. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Mindpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's stralite ring of arcana(+0.28/turn) solipsist's stralite ring of arcana(+0.28/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Silence immunity: +40% Mana each turn: +0.28 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
solipsist's stralite ring of speed solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+2 eff.) Changes stats: +8 Cun / +7 Wil Mindpower: +13 (+2 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 5.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +10 (+2 eff.) Rings can have magical properties. |
solipsist's voratun ring of misery solipsist's voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +16 Cun / +8 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
steel ring 'Zubumitha' steel ring 'Zubumitha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex / +2 Wil Changes resistances: +24% fire Changes damage: +12% fire Physical save: +9 (+0 eff.) Life regen: +0.20 Rings can have magical properties. |
titan's steel ring of lightning (+20%) titan's steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+0 eff.) Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +15 (+3 eff.) Changes resistances: +15% nature / +13% blight Poison immunity: +20% Disease immunity: +30% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Bokigorn' voratun ring 'Bokigorn'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +20 (+2 eff.) Armour: +20 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +10 Str / +10 Dex / +10 Cun Changes resistances: +6% lightning / +3% cold / +3% light Changes damage: +12% mind / +8% all Mental save: +40 (+7 eff.) Disease immunity: +10% Disarm immunity: +10% Teleport immunity: +20% Hate when firing a critical mind attack: +4.00 Spellpower: +20 (+2 eff.) Mindpower: +24 (+5 eff.) Rings can have magical properties. |
voratun ring 'Dawnfury' voratun ring 'Dawnfury'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes damage: +15% light Spell save: +20 (+0 eff.) Mental save: +61 (+10 eff.) Poison immunity: +20% Cut immunity: +25% Disarm immunity: +43% Confusion immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +40% Knockback immunity: +50% Maximum life: +43.00 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
voratun ring 'Shadowbliss' voratun ring 'Shadowbliss'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +6 Cun / +3 Con Changes resistances: +3% darkness / +6% fire Changes damage: +9% darkness / +3% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Blindness immunity: +47% Mana each turn: +0.04 Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Spell crit. chance: +2% Infravision radius: +6 See stealth: +16 See invisible: +22 Damage Shield penetration: +50% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
voratun ring of arcana(+0.16/turn) voratun ring of arcana(+0.16/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Silence immunity: +27% Mana each turn: +0.16 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic voratun battleaxe of projection (55-82.5 power, 4 apr)caustic voratun battleaxe of projection (55-82.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 139% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour Damage (Melee): +26 mind When wielded/worn: Changes resistances penetration: +17% acid Life regen: +4.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
masterforged voratun battleaxe (138.3-207.45 power, 23 apr) masterforged voratun battleaxe (138.3-207.45 power, 23 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 138.3 - 207.5 Uses stat: 186% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +48 Armour Penetration: +23 Physical crit. chance: +17.0% Attack speed: 123% When this weapon hits: Flameshock (10% chance level 4). On weapon hit: * 80% chance to daze Damage (Melee): +99 blight / +99 arcane / +99 cold Burst (radius 1) on hit: +20 light / +8 fire When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning / 28 fire Changes resistances: +12% light / +6% lightning Changes damage: +6% lightning / +46% temporal / +46% nature Talent granted: +3 Flameshock Light radius: +5 Massive two-handed battleaxes. |
masterforged voratun greatmaul (240.1-360.15 power, 37 apr) masterforged voratun greatmaul (240.1-360.15 power, 37 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 240.1 - 360.1 Uses stat: 233% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +84 Armour Penetration: +37 Physical crit. chance: +19.0% Attack speed: 149% When this weapon hits: Weakness Disease (10% chance level 3). On weapon hit: * 95% chance to daze * 20% chance to torment the target Damage (Melee): +254 lightning / +242 darkness / +242 mind Burst (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 temporal Changes stats: +2 Cun Changes resistances: +3% darkness Changes resistances penetration: +15% temporal / +19% mind / +46% darkness Changes damage: +9% temporal / +107% arcane / +107% fire Talent granted: +5 Slime Spit Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+1 eff.) Massive two-handed mauls. |
reforged Cloudstun (186.8-280.2 power, 42 apr) reforged Cloudstun (186.8-280.2 power, 42 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 186.8 - 280.2 Uses stat: 203% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +96 Armour Penetration: +42 Physical crit. chance: +22.0% Attack speed: 161% When this weapon hits: Virulent Disease (10% chance level 3). On weapon hit: * 60% chance to blind Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 lightning / +177 acid / +177 arcane / +177 fire / +23 mind Burst (radius 2) on crit: +42 ice When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Armour: +21 Damage when hit (Melee): 8 lightning Changes resistances: +13% arcane Changes resistances penetration: +20% cold Changes damage: +85% acid / +12% light / +79% lightning Talent granted: +5 Deadly Strikes Critical mult.: +28.00% Mental save: +20 (+4 eff.) Pinning immunity: +10% Knockback immunity: +10% Mana each turn: +0.36 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +8 Massive two-handed mauls. |
reforged Jettickler the voratun greatmaul (173.1-259.65 power, 25 apr) reforged Jettickler the voratun greatmaul (173.1-259.65 power, 25 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 173.1 - 259.6 Uses stat: 191% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +53 Armour Penetration: +25 Physical crit. chance: +13.0% Attack speed: 127% When this weapon hits: Battle Call (15% chance level 3). On weapon hit: * 44% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +109 lightning / +12 darkness / +109 acid / +113 arcane / +34 mind Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 16 fire Changes stats: +10 Cun / +10 Wil Changes resistances: +3% acid / +3% darkness / +13% all Changes resistances penetration: +5% acid / +21% nature / +15% arcane / +5% darkness Changes damage: +12% darkness / +50% fire / +9% arcane / +50% mind Talent granted: +5 Acidic Spray Massive two-handed mauls. |
Breezesweeper (84.5-135.2 power, 4 apr) Breezesweeper (84.5-135.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stat: 139% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% Damage Shield penetration (this weapon only): +70% Damage (Melee): +16 blight / +20 nature / +12 arcane When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +14 Changes stats: +4 Cun / +10 Dex Changes resistances: +9% temporal Changes resistances penetration: +20% acid / +21% physical / +20% nature Changes damage: +21% physical Spell save: +20 (+0 eff.) Psi when hit: +0.08 Mana when firing critical spell: +3.00 Maximum mana: +80.00 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
masterforged voratun greatsword (177.8-284.48 power, 42 apr) masterforged voratun greatsword (177.8-284.48 power, 42 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 177.8 - 284.5 Uses stat: 204% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +96 Armour Penetration: +42 Physical crit. chance: +24.0% Attack speed: 161% When this weapon hits: Acid Breath (10% chance level 3). Damage (Melee): +177 acid / +8 physical / +177 light / +177 fire Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Dex / +6 Wil / +2 Con Changes resistances: +6% mind / +6% fire Changes damage: +79% light / +79% darkness / +15% mind Talent granted: +5 Slime Spit Critical mult.: +6.00% Life regen: +1.00 Hate when firing a critical mind attack: +1.00 Maximum life: +30.00 Maximum stamina: +5.00 Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Massive two-handed swords. |
masterforged voratun greatsword (178.4-285.44 power, 37 apr) masterforged voratun greatsword (178.4-285.44 power, 37 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 178.4 - 285.4 Uses stat: 201% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +84 Armour Penetration: +37 Physical crit. chance: +21.0% Attack speed: 149% When this weapon hits: Poison Breath (10% chance level 3). On weapon hit: * 49% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +158 lightning / +158 light / +158 blight / +26 mind When wielded/worn: Changes stats: +9 Cun / +10 Wil Changes damage: +71% darkness / +71% physical Talent granted: +5 Deadly Strikes Massive two-handed swords. |
Zubelle the dragonbone longbow Zubelle the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +14 (+1 eff.) Changes stats: +7 Str / +8 Mag Changes resistances penetration: +20% blight Changes damage: +13% arcane / +12% acid Spell save: +6 (+0 eff.) Life regen: +1.20 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +10.00 Maximum vim: +50.00 Spellpower: +15 (+2 eff.) Longbows are used to shoot arrows at your foes. |
masterforged voratun longsword (89.5-125.3 power, 27 apr) masterforged voratun longsword (89.5-125.3 power, 27 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 89.5 - 125.3 Uses stat: 164% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +52 Armour Penetration: +27 Physical crit. chance: +15.0% Attack speed: 125% When this weapon hits: Disarm (15% chance level 2). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +76 cold / +76 darkness / +76 mind Burst (radius 1) on hit: +20 physical When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +15% physical / +5% arcane / +10% mind Changes damage: +35% lightning / +35% darkness Reduces incoming crit damage: 10.00% Maximum life: +20.00 Infravision radius: +2 Sharp, long, and deadly. |
masterforged voratun longsword (75-105 power, 18 apr) masterforged voratun longsword (75-105 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 75.0 - 105.0 Uses stat: 149% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +45 light / +45 fire / +45 mind / +19 cold When wielded/worn: Changes stats: +3 Mag / +7 Wil Changes damage: +22% acid / +22% fire Talent granted: +2 Flameshock Spellpower: +14 (+2 eff.) Sharp, long, and deadly. |
masterforged voratun longsword (136-190.4 power, 45 apr) masterforged voratun longsword (136-190.4 power, 45 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 136.0 - 190.4 Uses stat: 207% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +97 Armour Penetration: +45 Physical crit. chance: +24.0% Attack speed: 164% Damage (Melee): +4 blight / +203 temporal / +183 darkness / +183 cold Burst (radius 1) on hit: +12 darkness / +12 arcane When wielded/worn: Damage when hit (Melee): 15 temporal Changes stats: +4 Dex / +2 Mag / +2 Cun / +3 Con Changes resistances: +16% temporal Changes damage: +81% blight / +81% cold / +12% darkness Grants telepathy: Dragon Light radius: +4 Sharp, long, and deadly. |
masterforged voratun longsword (91-127.4 power, 21 apr) masterforged voratun longsword (91-127.4 power, 21 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 91.0 - 127.4 Uses stat: 161% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +39 Armour Penetration: +21 Physical crit. chance: +12.0% Attack speed: 118% When this weapon hits: Chain Lightning (10% chance level 2). Damage (Melee): +62 temporal / +62 cold / +62 arcane / +16 mind Burst (radius 2) on crit: +30 ice When wielded/worn: Armour: +15 Changes resistances penetration: +14% cold Changes damage: +29% light / +29% mind Talent granted: +3 Bone Grab Sharp, long, and deadly. |
reforged Cobrawaker (105.5-147.7 power, 26 apr) reforged Cobrawaker (105.5-147.7 power, 26 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 105.5 - 147.7 Uses stat: 165% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +52 Armour Penetration: +26 Physical crit. chance: +15.0% Attack speed: 125% When this weapon hits: Drain (15% chance level 3). Damage (Melee): +76 temporal / +76 cold / +12 arcane / +76 darkness Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances: +12% nature / +9% arcane / +9% all Changes resistances penetration: +10% acid / +15% fire / +15% nature / +5% arcane Changes damage: +9% blight / +35% physical / +35% darkness Talent granted: +5 Deadly Strikes Spell save: +3 (+0 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Global speed: +6% Sharp, long, and deadly. |
reforged Dawnterror the voratun longsword (98.5-137.9 power, 34 apr) reforged Dawnterror the voratun longsword (98.5-137.9 power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 98.5 - 137.9 Uses stat: 174% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +71 Armour Penetration: +34 Physical crit. chance: +19.0% Attack speed: 139% When this weapon hits: Tidal Wave (10% chance level 2). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Damage (Melee): +113 blight / +96 arcane / +96 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +13 Physical crit. chance: +11.0% Defense: +13 (+2 eff.) Changes stats: +1 Cun Changes resistances: +6% light / +6% fire Changes resistances penetration: +5% light / +15% arcane Changes damage: +44% cold / +44% temporal Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Blindside Critical mult.: +20.00% Physical save: +30 (+0 eff.) Disease immunity: +35% Silence immunity: +10% Disarm immunity: +65% Teleport immunity: +5% Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
reforged voratun longsword 'Dimclamor' (99.5-139.3 power, 34 apr) reforged voratun longsword 'Dimclamor' (99.5-139.3 power, 34 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 99.5 - 139.3 Uses stat: 174% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +71 Armour Penetration: +34 Physical crit. chance: +22.0% Attack speed: 139% When this weapon hits: Distortion Wave (15% chance level 3). On weapon hit: * 32% chance to daze On weapon crit: * cripple the target Damage (Melee): +96 lightning / +96 light / +20 arcane / +96 temporal Burst (radius 1) on hit: +8 darkness When wielded/worn: Armour penetration: +22 Physical crit. chance: +30.0% Armour: +4 Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +2 Cun / +4 Con Changes resistances: +6% lightning / +4% physical / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +44% light / +44% temporal Talent granted: +5 Blindside Critical mult.: +20.00% Poison immunity: +20% Silence immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Chalidas the Flashkin (45-63 power, 6 apr)Chalidas the Flashkin (45-63 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 116% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Damage when hit (Melee): 12 acid / 16 arcane Changes resistances: +6% fire Changes resistances penetration: +20% acid Changes damage: +6% acid Grants telepathy: Humanoid/Orc Critical mult.: +30.00% Mana each turn: +0.08 Hate when firing a critical mind attack: +2.00 Maximum mana: +80.00 Maximum hate: +12.00 Maximum vim: +70.00 Spellpower: +4 (+0 eff.) Blunt and deadly. |
masterforged stralite mace (85-119 power, 33 apr) masterforged stralite mace (85-119 power, 33 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 85.0 - 119.0 Uses stat: 174% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +71 Armour Penetration: +33 Physical crit. chance: +16.5% Attack speed: 139% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +96 cold / +96 physical When wielded/worn: Effects on melee hit: * 97% chance to corrode armour Damage when hit (Melee): 12 darkness / 16 acid Changes resistances: +9% acid / +6% blight Changes resistances penetration: +10% blight / +5% darkness Changes damage: +12% acid / +44% arcane / +36% darkness / +44% nature Talent granted: +5 Flameshock Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. UmbrarotUmbrarot Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to corrode armour * 40% chance to daze On weapon crit: * silences the target Damage (Ranged): +24 nature Burst (radius 1) on hit: +2 darkness / +8 light When wielded/worn: Defense: +4 (+0 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +12% fire / +6% light / +9% cold Changes resistances penetration: +8% nature / +10% acid Changes damage: +15% acid / +3% darkness / +3% lightning Mental save: +6 (+1 eff.) Disease immunity: +25% Disarm immunity: +20% Knockback immunity: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. glacial drakeskin leather sling of true flightglacial drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +15.0% Armour: +13 Changes resistances penetration: +13% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. warden's drakeskin leather sling of recursionwarden's drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +5 Changes stats: +5 Mag Changes resistances penetration: +10% temporal / +12% physical Changes damage: +10% temporal / +13% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff of breaching (30-36 power, 6 apr, acid element)blighted dragonbone vilestaff of breaching (30-36 power, 6 apr, acid 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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances penetration: +15% acid Changes damage: +30% acid Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 162% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 24 power out of 60/60) : Effective talent level: 2.0 Power cost: 24 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 349.0 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
reforged orichalcum trident 'Fireschism' (164.8-263.68 power, 52 apr) reforged orichalcum trident 'Fireschism' (164.8-263.68 power, 52 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 164.8 - 263.7 Uses stat: 205% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +90 Armour Penetration: +52 Physical crit. chance: +22.0% Attack speed: 156% When this weapon hits: Cripple (10% chance level 3). On weapon hit: * 30 arcane resource burn * 49% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +173 light / +8 fire / +173 mind / +173 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +40.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Str / +6 Dex / +6 Mag / +9 Wil / +10 Cun / +6 Con Changes resistances: +9% blight / +9% cold / +12% fire Changes resistances penetration: +19% lightning / +10% nature Changes damage: +78% acid / +3% fire / +78% nature Grants telepathy: Dragon Talent granted: +5 Deadly Strikes Critical mult.: +28.00% Spell save: +10 (+0 eff.) Maximum hate: +2.00 Mindpower: +14 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident of amnesia (50.5-80.8 power, 16 apr) warbringer's orichalcum trident of amnesia (50.5-80.8 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 139% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +9 Con Changes resistances penetration: +21% physical Disarm immunity: +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
reforged Dagydendil the Nimbusfurnace (85-119 power, 27 apr) reforged Dagydendil the Nimbusfurnace (85-119 power, 27 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 85.0 - 119.0 Uses stat: 165% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +53 Armour Penetration: +27 Physical crit. chance: +17.0% Attack speed: 127% When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +32 lightning / +77 cold / +85 arcane / +77 blight When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 16 lightning Changes stats: +5 Str / +4 Wil Changes resistances penetration: +14% acid / +17% fire / +15% cold / +5% mind / +17% lightning Changes damage: +36% cold / +15% physical / +6% arcane / +36% temporal Talent granted: +5 Acidic Spray Spell save: +30 (+0 eff.) Stamina when hit: +2.20 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% One-handed war axes. |
reforged Ravenswift the voratun waraxe (101.5-142.1 power, 34 apr) reforged Ravenswift the voratun waraxe (101.5-142.1 power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 101.5 - 142.1 Uses stat: 174% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +71 Armour Penetration: +34 Physical crit. chance: +21.0% Attack speed: 139% When this weapon hits: Flame (15% chance level 4). On weapon hit: * 27% chance to daze * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +20 lightning / +97 fire / +97 mind / +97 physical Burst (radius 1) on hit: +4 physical When wielded/worn: Armour: +4 Fatigue: -8% Effects on melee hit: * 90% chance to inflict damage reduction Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +9% temporal Changes resistances penetration: +12% lightning / +10% arcane Changes damage: +6% blight / +6% physical / +44% light / +44% arcane Talent granted: +5 Slime Spit Maximum encumbrance: +30 Silence immunity: +5% Pinning immunity: +5% Maximum mana: +20.00 Healing mod.: +10% One-handed war axes. |
reforged Thunderbliss the voratun waraxe (132-184.8 power, 42 apr) reforged Thunderbliss the voratun waraxe (132-184.8 power, 42 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 132.0 - 184.8 Uses stat: 211% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +90 Armour Penetration: +42 Physical crit. chance: +25.0% Attack speed: 156% On weapon hit: * 40% chance to daze * 100% chance to corrode armour On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +32 lightning / +184 physical / +184 blight / +184 fire / +20 mind Burst (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 12 lightning / 16 physical Changes resistances: +10% all Changes resistances penetration: +15% nature Changes damage: +6% blight / +81% nature / +81% mind Talent granted: +5 Bone Grab Spell save: +48 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Healing mod.: +20% One-handed war axes. |
reforged voratun waraxe 'Wretchpall' (93.5-130.9 power, 37 apr) reforged voratun waraxe 'Wretchpall' (93.5-130.9 power, 37 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 93.5 - 130.9 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +78 Armour Penetration: +37 Physical crit. chance: +22.0% Attack speed: 145% When this weapon hits: Drain (15% chance level 3). Damage (Melee): +104 blight / +19 temporal / +104 nature / +104 arcane Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +30 (+4 eff.) Damage when hit (Melee): 8 nature / 20 temporal Changes stats: +7 Str / +11 Dex / +2 Wil Changes resistances: +2% physical / +9% light / +18% temporal Changes resistances penetration: +5% mind Changes damage: +47% acid / +15% physical / +53% nature Talent granted: +5 Bone Grab Blindness immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +10% Stamina when hit: +2.20 Only die when reaching: -40.00 life Mindpower: +6 (+1 eff.) Mental crit. chance: +2% One-handed war axes. |
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 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+3 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. |
Strikewar StrikewarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +7 Con Changes resistances penetration: +20% physical Physical save: +9 (+0 eff.) Mental save: +15 (+3 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Torayandil TorayandilCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 8 temporal Changes stats: +12 Dex / +12 Cun / +10 Lck Changes resistances: +27% blight / +12% arcane / +6% nature / +15% mind Reduced damage from: +45% Summoned Trap disarming bonus: +29 Stealth bonus: +15 Spell save: +20 (+0 eff.) Mental save: +12 (+2 eff.) Poison immunity: +5% Disease immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +10% Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
balancing drakeskin leather belt of carrying balancing drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -9% Changes stats: +6 Cun / +6 Dex Maximum encumbrance: +60 Mental crit. chance: +14% A belt that goes around your waist. |
balancing drakeskin leather belt of magery balancing drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun Spell crit. chance: +4% Mental crit. chance: +15% A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrant skylord's drakeskin leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun / +6 Con Physical save: +20 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +35 (+6 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Siledata the Rotprophet (9 def, 0 armour) Siledata the Rotprophet (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +9 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +2 Str / +4 Dex / +2 Cun / +3 Con Changes resistances: +3% acid / +9% temporal Changes damage: +6% nature Talent mastery: +0.20 Technique / Combat training Physical save: +8 (+0 eff.) Spell save: -13 (+0 eff.) Stamina each turn: +0.50 Mana each turn: -0.26 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of conjuring (3 def, 0 armour) marshal's elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +6 Con Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +29.00% Physical save: +15 (+0 eff.) Maximum life: +110.00 Maximum mana: +92.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of mindcraft (3 def, 0 armour) spellcowled elven-silk cloak of mindcraft (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +12 Wil / +6 Cun Spell save: +15 (+0 eff.) Maximum mana: +75.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcguile the pair of drakeskin leather boots (10 def, 5 armour) Arcguile the pair of drakeskin leather boots (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * 70% chance to daze Damage when hit (Melee): 8 arcane / 16 fire Changes stats: +4 Str / +4 Dex / +3 Cun / +4 Con Changes resistances: +8% arcane / +3% lightning Changes damage: +12% arcane It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
Layemima the Cindervice (24 def, 5 armour) Layemima the Cindervice (24 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +24 (+4 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Str / +4 Mag / +4 Wil Changes resistances: +3% fire Changes damage: +6% physical Critical mult.: +9.00% Maximum encumbrance: +40 Life regen: +0.20 Spellpower: +6 (+1 eff.) It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorchire (0 def, 5 armour) Scorchire (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 20 fire Changes stats: +4 Dex / +5 Mag / +3 Wil / +3 Cun Changes resistances: +15% lightning / +18% temporal / +3% blight Changes resistances penetration: +20% temporal Changes damage: +9% mind Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +5.00% Spell save: +8 (+0 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.08 Maximum psi: +40.00 Lowers spell cool-downs by: 10% Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootspike (2 def, 5 armour) Sootspike (2 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +4 Mag / +12 Wil / +6 Con Changes resistances penetration: +10% darkness / +10% physical Reduces incoming crit damage: 20.00% Blindness immunity: +15% Knockback immunity: +20% Stamina each turn: +1.30 Maximum stamina: +40.00 Mindpower: +9 (+2 eff.) Light radius: +4 It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
Stormwasp (0 def, 5 armour) Stormwasp (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +10 Str / +11 Con Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +20% temporal Changes damage: +6% lightning / +9% physical / +9% darkness Grants telepathy: Dragon Reduces incoming crit damage: 20.00% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 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. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of voratun boots (0 def, 5 armour)blightbringer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag Changes damage: +9% acid / +9% blight Disease immunity: +50% Spellpower: +10 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of tirelessness (0 def, 15 armour)miner's pair of voratun boots of tirelessness (0 def, 15 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Stamina each turn: +0.90 Maximum stamina: +38.00 Infravision radius: +1 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 'Barydur' (0 def, 5 armour) pair of voratun boots 'Barydur' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Armour: +5 Fatigue: +4% Changes stats: +5 Str / +3 Dex / +9 Mag / +7 Wil / +6 Cun / +8 Con Changes resistances: +6% blight Changes damage: +6% mind / +12% arcane Critical mult.: +5.00% Physical save: +23 (+0 eff.) Mental save: +25 (+5 eff.) Mana each turn: +0.58 Only die when reaching: -80.00 life Maximum life: +10.00 Maximum mana: +59.00 Maximum vim: +80.00 Spell crit. chance: +5% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of phasing (0 def, 5 armour)scholar's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+1 eff.) It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belegarin the drakeskin leather gloves (0 def, 7 armour) Belegarin the drakeskin leather gloves (0 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 7 lightning / 9 arcane Damage when hit (Melee): 20 mind Changes stats: +7 Mag / +7 Wil Changes resistances: +6% lightning / +3% arcane / +9% mind Changes damage: +7% lightning / +12% mind Mental save: +10 (+2 eff.) Maximum life: +40.00 When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane / +4 mind Burst (radius 2) on crit: +11 lightning It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nasebeth the Flashfear (0 def, 3 armour) Ce'Nasebeth the Flashfear (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Armour: +3 Fatigue: -4% Damage (Melee): 15 fire Changes stats: +9 Dex / +5 Wil / +9 Cun / +7 Con Changes resistances: +10% fire / +6% light / +6% cold Changes damage: +9% physical / +11% fire Physical save: +30 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Life regen: +0.40 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +8 lightning / +29 physical Burst (radius 2) on crit: +15 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 35% and provides a 20% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Chargebliss (0 def, 3 armour) Chargebliss (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +14 Armour: +3 Effects on melee hit: * 45% chance to daze * 10% chance to disease Damage (Melee): 15 mind Damage when hit (Melee): 8 blight / 8 temporal / 8 arcane Changes stats: +4 Str / +9 Dex / +5 Wil / +9 Cun / +4 Con Changes resistances: +6% lightning / +6% blight / +10% mind / +12% arcane Changes resistances penetration: +15% arcane / +25% acid Changes damage: +3% acid / +3% temporal / +11% mind / +6% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +46% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +14 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). Burst (radius 2) on crit: +15 mind It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Korokalthodig the Splendourwrecker (0 def, 13 armour) Korokalthodig the Splendourwrecker (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Effects on melee hit: * 25% chance to cause random gloom * 45% chance to blind Damage (Melee): 13 physical / 40 darkness / 33 mind Changes stats: +3 Cun / +4 Mag Changes resistances: +3% light Changes resistances penetration: +10% arcane Changes damage: +6% blight / +11% physical / +9% light / +18% arcane Mental save: -5 (+0 eff.) Life regen: +4.50 Stamina each turn: +1.30 Psi each turn: +0.39 Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). Damage Shield penetration (this weapon only): +20% Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour) brawler's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +10 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+0 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of the iron hand (0 def, 23 armour) stone warden's voratun gauntlets of the iron hand (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Changes stats: +5 Str / +5 Wil / +17 Con Changes resistances: +7% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 46% Wil, 86% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Belahek (3 def, 0 armour) Belahek (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +2 Mag / +10 Wil / +9 Cun Changes resistances: +30% lightning / +15% acid Changes damage: +14% acid / +9% physical / +35% lightning / +11% fire / +19% arcane / +15% cold Maximum encumbrance: +50 Physical save: +20 (+0 eff.) Mental save: +30 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Stamina each turn: +0.20 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 398 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 25% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 10 vim draining blight Changes stats: +10 Wil / +10 Mag Changes resistances: +9% blight Changes damage: +16% blight / +16% arcane Spell save: +10 (+0 eff.) Poison immunity: +5% Maximum vim: +25.00 Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 47%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Naturemaster (3 def, 0 armour) Naturemaster (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Dex / +7 Mag / +17 Wil / +9 Cun / +2 Con Changes resistances: +9% temporal / +30% darkness / +11% arcane Changes resistances penetration: +10% nature Changes damage: +15% temporal / +20% darkness / +3% nature Reduces incoming crit damage: 10.00% Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
masterforged mindcaging voratun helm of absorption (5 def, 20.5 armour) =Weapon forging= masterforged mindcaging voratun helm of absorption (5 def, 20.5 armour) =Weapon forging=Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +5% Changes resistances: +11% blight / +11% cold / +18% mind / +11% darkness Talent mastery: +0.10 Technique / Weapon forging Mental save: +66 (+11 eff.) Blindness immunity: +23% Confusion immunity: +57% Fear immunity: +23% Stamina each turn: +1.50 Stamina when hit: +1.60 Equilibrium when hit: +2.00 Maximum stamina: +88.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (9 def, 32.5 armour) masterforged voratun helm (9 def, 32.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +32 Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +34% acid / +23% physical / +13% fire / +15% cold / +38% lightning Talent mastery: +0.10 Technique / Combat training Talent granted: +5 Healing Light Mental save: +87 (+14 eff.) Blindness immunity: +47% Confusion immunity: +47% Fear immunity: +47% Stamina each turn: +3.60 Maximum stamina: +183.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 47.5 armour) masterforged voratun helm (10 def, 47.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +47 Defense: +10 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +1 Mag Changes resistances: +19% lightning / +43% temporal / +9% blight / +3% fire / +28% physical / +28% cold Changes resistances penetration: +10% darkness Grants telepathy: Dragon Talent mastery: +0.10 Technique / Forge powers Talent granted: +5 Illuminate Mental save: +103 (+16 eff.) Blindness immunity: +87% Confusion immunity: +57% Stun/Freeze immunity: +10% Fear immunity: +57% Teleport immunity: +10% Stamina each turn: +4.55 Maximum stamina: +209.00 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 35 armour) masterforged voratun helm (10 def, 35 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +35 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes resistances: +15% acid / +28% temporal / +28% darkness / +15% fire / +14% cold / +41% lightning Talent mastery: +0.10 Technique / Forgeknight combat maneuvers Talent granted: +4 Skullcracker Mental save: +104 (+16 eff.) Blindness immunity: +56% Confusion immunity: +56% Fear immunity: +56% Stamina each turn: +4.50 Maximum stamina: +219.00 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (12 def, 41.5 armour) =Good stats= masterforged voratun helm (12 def, 41.5 armour) =Good stats=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +41 Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes stats: +18 Dex / +4 Mag / +4 Cun Changes resistances: +22% physical / +22% temporal / +25% darkness / +22% fire Talent mastery: +0.10 Psionic / Dreaming Talent granted: +4 Skullcracker Reduces incoming crit damage: 10.00% Mental save: +145 (+22 eff.) Blindness immunity: +44% Confusion immunity: +44% Fear immunity: +44% Stamina each turn: +3.30 Psi when hit: +0.08 Maximum stamina: +241.00 Maximum hate: +4.00 Mental crit. chance: +2% Light radius: +1 Infravision radius: +9 Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 33.5 armour) masterforged voratun helm (10 def, 33.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +33 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +17 Lck Changes resistances: +15% acid / +15% cold / +29% blight / +15% fire / +29% arcane / +44% lightning Talent mastery: +0.10 Technique / Mobility Talent granted: +4 Mental Shielding Mental save: +107 (+17 eff.) Blindness immunity: +59% Confusion immunity: +59% Fear immunity: +59% Stamina each turn: +4.80 Maximum stamina: +224.00 Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (6 def, 21.5 armour) =Weapon forging= masterforged voratun helm (6 def, 21.5 armour) =Weapon forging=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +21 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +4 Str / +6 Dex / +9 Cun / +5 Con Changes resistances: +11% blight / +11% fire / -30% light / +11% arcane Talent mastery: +0.10 Technique / Weapon forging Talent granted: +1 Perfect Strike Mental save: +41 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Life regen: +5.70 Stamina each turn: +1.50 Maximum stamina: +88.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (9 def, 32 armour) =Armor Forging= masterforged voratun helm (9 def, 32 armour) =Armor Forging=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +32 Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +17 Str / +6 Wil Changes resistances: +23% blight / +15% physical / +23% light / +23% fire Talent mastery: +0.10 Technique / Armor forging Talent granted: +5 Phase Door Physical save: +13 (+0 eff.) Mental save: +85 (+14 eff.) Blindness immunity: +47% Confusion immunity: +47% Fear immunity: +47% Stamina each turn: +3.60 Maximum stamina: +178.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 33.5 armour) masterforged voratun helm (10 def, 33.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +33 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +29% lightning / +29% physical / -40% light / +29% acid Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +4 Wormhole Mental save: +107 (+17 eff.) Blindness immunity: +59% Confusion immunity: +59% Fear immunity: +59% Life regen: +8.00 Stamina each turn: +4.80 Maximum stamina: +225.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 35 armour) masterforged voratun helm (10 def, 35 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +35 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +2 Wil Changes resistances: +28% lightning / +28% physical / +9% mind / +28% acid Changes resistances penetration: +15% fire Changes damage: +18% mind / +30% fire Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.10 Wild-gift / Fungus Talent granted: +5 Illuminate Critical mult.: +30.00% Physical save: +25 (+0 eff.) Mental save: +104 (+16 eff.) Blindness immunity: +56% Confusion immunity: +56% Fear immunity: +56% Stamina each turn: +4.50 Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum stamina: +219.00 Maximum hate: +8.00 Maximum psi: +50.00 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (10 def, 35 armour) =Saves= masterforged voratun helm (10 def, 35 armour) =Saves=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +35 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +6 Str / +11 Wil / +5 Cun Changes resistances: +28% fire / +28% darkness / +28% mind Talent mastery: +0.10 Wild-gift / Fungus Talent granted: +4 Mental Shielding Mental save: +119 (+19 eff.) Blindness immunity: +56% Confusion immunity: +56% Fear immunity: +56% Stamina each turn: +4.50 Maximum stamina: +218.00 Mindpower: +6 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Crown of Command (5 def, 19 armour) reforged Crown of Command (5 def, 19 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical / +11% arcane / +11% cold Talent masteries: +0.20 Technique / Field control +0.20 Technique / Superiority +0.10 Wild-gift / Fungus Talent granted: +2 Mental Shielding Mental save: +36 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +77.00 Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Eroledunafang the Boltspike (6 def, 23 armour) reforged Eroledunafang the Boltspike (6 def, 23 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +23 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +8 Str / +3 Wil / +5 Con Changes resistances: +12% acid / +22% physical / +20% mind / +20% lightning Talent mastery: +0.10 Technique / Forger's endurance Talent granted: +3 Wormhole Physical save: +19 (+0 eff.) Mental save: +51 (+9 eff.) Blindness immunity: +23% Poison immunity: +15% Confusion immunity: +23% Pinning immunity: +5% Fear immunity: +23% Stamina each turn: +1.50 Stamina when hit: +1.90 Equilibrium when hit: +1.80 Maximum stamina: +88.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Galatir the Unlightvein (7 def, 25.5 armour) reforged Galatir the Unlightvein (7 def, 25.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +4 (+0 eff.) Armour: +25 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +8 Dex / +2 Wil / +5 Cun / +8 Con Changes resistances: +13% temporal / +15% darkness / +15% blight / +13% fire / +13% light Changes damage: +9% mind Grants telepathy: Dragon Talent granted: +3 Phase Door Physical save: +3 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +74 (+12 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.80 Equilibrium when hit: +0.16 Maximum stamina: +104.00 Maximum hate: +2.00 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of implacability (4 def, 17 armour)stralite mail armour of implacability (4 def, 17 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+0 eff.) Fatigue: +7% Physical save: +12 (+0 eff.) A suit of armour made of mail. |
masterforged voratun plate armour (14.5 def, 43.5 armour) =Dragon= masterforged voratun plate armour (14.5 def, 43.5 armour) =Dragon=Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +43 Defense: +14 (+2 eff.) Fatigue: +26% Changes stats: +7 Str / +5 Dex / +5 Mag / +11 Wil / +12 Cun / +8 Con Changes resistances: +23% acid / +13% physical / +11% lightning / +11% arcane / +9% cold / +11% nature / +12% fire Talents cooldown: Track (-2 turns) Rush (-5 turns) Talents granted: +2 Burrow +1 Power Catalyst: Mind Physical save: +41 (+0 eff.) Mental save: +23 (+4 eff.) Cut immunity: +23% Disarm immunity: +35% Pinning immunity: +23% Stun/Freeze immunity: +48% Knockback immunity: +30% Life regen: +4.50 Maximum life: +303.00 A suit of armour made of metal plates. |
reforged Borfast's Cage (9.5 def, 39 armour) reforged Borfast's Cage (9.5 def, 39 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +39 Defense: +9 (+1 eff.) Fatigue: +24% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +9 Con Changes resistances: -15% acid / +15% physical / +11% nature / +11% darkness Talent cooldown: Bleeding Edge (-1 turn) Reduces opponents crit chance: 20% Physical save: +51 (+0 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +30% Life regen: +6.50 Maximum life: +311.00 A suit of armour made of metal plates. |
reforged Deepsradiance (19 def, 59 armour) =Water breathing Dragon= reforged Deepsradiance (19 def, 59 armour) =Water breathing Dragon=Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +59 Defense: +19 (+3 eff.) Fatigue: +26% Effects on melee hit: * 52% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +9 Con Changes resistances: +26% acid / +13% physical / +15% darkness / +29% light / +26% cold / +13% lightning / +40% fire Changes damage: +12% darkness / +12% arcane Talents cooldown: Heave (-2 turns) Rush (-5 turns) Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Allows you to breathe in: water Physical save: +107 (+0 eff.) Cut immunity: +59% Disarm immunity: +35% Pinning immunity: +59% Stun/Freeze immunity: +95% Knockback immunity: +35% Life regen: +14.40 Maximum life: +867.00 A suit of armour made of metal plates. |
reforged voratun plate armour 'Earyyon' (17 def, 51.5 armour) =Dragon= reforged voratun plate armour 'Earyyon' (17 def, 51.5 armour) =Dragon=Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +51 Defense: +17 (+3 eff.) Fatigue: +26% Changes stats: +17 Str / +5 Dex / +5 Mag / +5 Wil / +6 Cun / +17 Con Changes resistances: +56% lightning / +12% temporal / +9% darkness / +15% fire / +14% acid / +15% physical / +15% cold / +15% mind / +15% light Changes resistances penetration: +20% acid Changes damage: +9% acid Talents cooldown: Greater Weapon Focus (-2 turns) Rush (-5 turns) Talents granted: +5 Burrow +1 Power Catalyst: Mind Critical mult.: +10.00% Physical save: +59 (+0 eff.) Poison immunity: +15% Cut immunity: +30% Disarm immunity: +45% Pinning immunity: +30% Stun/Freeze immunity: +74% Knockback immunity: +48% Life regen: +6.30 Maximum life: +529.00 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
This item will automatically be transmogrified when you leave the level. cosmic voratun shield of radiance (12 def, 3 armour, 201 block)cosmic voratun shield of radiance (12 def, 3 armour, 201 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 39% chance to blind Changes stats: +6 Mag / +7 Con Changes resistances: +35% light / +15% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
masterforged acidic voratun shield of radiance (17.5 def, 17.5 armour, 234.5 block) masterforged acidic voratun shield of radiance (17.5 def, 17.5 armour, 234.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +17 Defense: +17 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 acid Effects when hit in melee: * 33% chance to blind Damage when hit (Melee): 32 acid Changes stats: +6 Mag / +5 Con Changes resistances: +11% blight / +11% darkness / +20% light / +11% nature Talent cooldown: Greater Weapon Focus (-2 turns) Talents granted: +2 Repulsion +5 Block Spell save: +42 (+0 eff.) Disarm immunity: +23% Knockback immunity: +23% Handheld deflection devices. |
masterforged stralite shield (28 def, 45 armour, 292.5 block) masterforged stralite shield (28 def, 45 armour, 292.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +45 Defense: +28 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Changes stats: +5 Mag / +13 Con Changes resistances: +23% lightning / +17% light / +23% arcane Talent cooldown: Cripple (-3 turns) Talents granted: +5 Arcane Shield +4 Block Physical save: +13 (+0 eff.) Spell save: +126 (+0 eff.) Disarm immunity: +47% Knockback immunity: +47% Handheld deflection devices. |
masterforged voratun shield (33 def, 40.5 armour, 297 block) masterforged voratun shield (33 def, 40.5 armour, 297 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +40 Defense: +33 (+6 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 103% chance to inflict damage reduction * 10% chance to gain 10% of a turn Changes resistances: +28% physical / +6% darkness / +31% nature / +27% cold / +12% arcane / +28% mind Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +9% nature / +3% arcane Talent cooldown: True Grit (-3 turns) Talents granted: +5 Illuminate +5 Block Spell save: +151 (+0 eff.) Disarm immunity: +57% Knockback immunity: +57% Handheld deflection devices. |
reforged Curewolf the voratun shield (25.5 def, 29.5 armour, 291.5 block) reforged Curewolf the voratun shield (25.5 def, 29.5 armour, 291.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +29 Defense: +25 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour * 20% chance to daze Changes stats: +7 Dex / +11 Con Changes resistances: +20% acid / +28% physical / +28% temporal / +28% nature / +50% lightning Talent cooldown: Unstoppable (-5 turns) Talents granted: +4 Banish +5 Block Maximum encumbrance: +30 Physical save: +3 (+0 eff.) Spell save: +104 (+0 eff.) Disarm immunity: +56% Knockback immunity: +56% Stamina each turn: +0.80 Only die when reaching: -80.00 life Healing mod.: +15% Handheld deflection devices. |
reforged Deepscrack (21.5 def, 23.5 armour, 247 block) reforged Deepscrack (21.5 def, 23.5 armour, 247 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +23 Defense: +21 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +8 Mag / +2 Wil / +7 Con Changes resistances: +20% temporal / +49% cold / +12% darkness / +36% light Changes damage: +3% blight / +9% darkness Talent cooldown: Battle Call (-1 turn) Talents granted: +3 Wing Buffet +5 Block Spell save: +70 (+0 eff.) Disarm immunity: +41% Knockback immunity: +41% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Handheld deflection devices. |
Shockweeper the quiver of dragonbone arrows (22/22, 53.5-74.9 power, 18 apr) Shockweeper the quiver of dragonbone arrows (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 58% Wil, 81% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 64% chance to gain 10% of a turn * 20% chance to corrode armour * Random elemental explosion * 20% chance to torment the target On weapon crit: * wounds the target Damage (Ranged): +8 lightning / +4 temporal / +20 darkness / +20 bleed / +15 mind Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +20 lightning / +4 temporal / +4 acid Arrows are used with bows to pierce your foes to death. |
Ulfirak the Lustrepall (21/21, 56-78.4 power, 20 apr) Ulfirak the Lustrepall (21/21, 56-78.4 power, 20 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 58% Wil, 81% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +3.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 80% chance to blind * 20% chance to disease * 20% chance to curse the target On weapon crit: * splashes the target with acid Travel speed: +300% Damage (Ranged): +20 acid / +20 darkness / +40 blight / +12 light Burst (radius 1) on hit: +32 light / +8 physical When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 58% Wil, 10% Mag, 81% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of crippling (22/22, 53-74.2 power, 18 apr)quiver of dragonbone arrows of crippling (22/22, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 58% Wil, 81% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +16.0% Capacity: 22 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
721 alchemist agate 721 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
19 aquamarine 19 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 sapphire 32 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flashwitch (dig speed 7 turns) Flashwitch (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Armour: +5 Defense: +8 (+1 eff.) Changes stats: +12 Str / +5 Dex / +9 Wil Changes resistances: +15% fire / +9% physical Changes resistances penetration: +25% fire / +10% physical Changes damage: +6% nature / +3% physical Critical mult.: +3.00% Physical save: +20 (+0 eff.) Mental crit. chance: +15% Movement speed: +10% Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Suncast (dig speed 20 turns) Suncast (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +2 Mag / +1 Wil / +5 Cun / +1 Con Changes resistances: +9% temporal / +5% arcane / +3% mind Changes resistances penetration: +5% temporal / +5% fire Changes damage: +3% temporal / +6% arcane / +6% fire Grants telepathy: Dragon Light radius: +1 Infravision radius: +3 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Hathentir' (dig speed 25 turns) dwarven-steel pickaxe 'Hathentir' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +2 Str / +3 Dex Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Teleport immunity: +10% Mental crit. chance: +3% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's voratun pickaxe (dig speed 17 turns) miner's voratun pickaxe (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of Reknor (dig speed 11 turns) voratun pickaxe of Reknor (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% darkness / +10% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
39 jade 39 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
30 turquoise 30 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beezilarim BeezilarimCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 86.96 cold damage and 237.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Gleamreek GleamreekInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +7 Wil / +12 Cun / +3 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +6% light / +9% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +20 (+4 eff.) Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Glubrera GlubreraInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +3% mind Critical mult.: +12.00% Physical save: +14 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +13 (+3 eff.) Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 609.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 609.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
RancidCrap RancidCrapPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to inflict damage reduction Damage when hit (Melee): 8 darkness / 8 acid Changes stats: +8 Mag / +8 Wil Changes resistances: +14% blight / +14% darkness Changes resistances penetration: +5% darkness / +5% acid Changes damage: +14% mind Mental save: +34 (+6 eff.) Spellpower: +23 (+3 eff.) Spell crit. chance: +6% Mindpower: +2 (+0 eff.) Light radius: +6 Infravision radius: +6 See stealth: +25 See invisible: +38 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 114 blight damage or heals 148 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+1 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 1033 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (185 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 42 power out of 70/70) : Effective talent level: 2.0 Power cost: 42 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 106.90 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
alchemist's lamp 'Anerim' alchemist's lamp 'Anerim'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire / 4 physical Changes resistances: +2% physical / +6% fire Changes damage: +6% blight Mana each turn: +0.04 Maximum life: +20.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Brenuzilarab' alchemist's lamp 'Brenuzilarab'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 17 fire Changes stats: +1 Con Changes resistances: +6% temporal / +8% fire Reduces incoming crit damage: 5.00% Light radius: +6 Infravision radius: +3 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Eremorostir' dwarven lantern 'Eremorostir'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 27 fire Changes stats: +2 Dex / +2 Wil / +5 Cun / +4 Con Changes resistances: +15% light / +10% fire Changes resistances penetration: +10% physical Changes damage: +12% darkness / +9% physical Damage affinity(heal): +5% darkness Reduces incoming crit damage: 15.00% Physical save: +6 (+0 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +0.60 Maximum life: +20.00 Light radius: +4 Infravision radius: +5 See stealth: +24 See invisible: +24 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 451.01 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's dwarven lantern of clarity survivor's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +15 (+0 eff.) Mental save: +15 (+3 eff.) Light radius: +4 See stealth: +23 See invisible: +15 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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.) Dull red runes are etched all over this blackened skull. |
104 bloodstone 104 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
101 fire opal 101 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 garnet 17 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
41 ruby 41 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% 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, costing 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 (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 2224.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 42 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of healing [power 137] (12 cooldown) yew totem of healing [power 137] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 11 (based on Willpower) for 137, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 135] (12 cooldown) yew totem of healing [power 135] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 11 (based on Willpower) for 135, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
24 amethyst 24 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
95 diamond 95 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
102 moonstone 102 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
114 pearl 114 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
35 amber 35 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By DizzyIzzy the Dwarf Adventurer level 87
30th Voratun 123rd year of Ascendancy at 20:42 see stats
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By DizzyIzzy the Dwarf Adventurer level 31
15th Loss 122nd year of Ascendancy at 16:40 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DizzyIzzy the Dwarf Adventurer level 16
34th Profit 122nd year of Ascendancy at 00:27 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By DizzyIzzy the Dwarf Adventurer level 30
33rd Dearth 122nd year of Ascendancy at 02:55 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By DizzyIzzy the Dwarf Adventurer level 34
20th Iron 123rd year of Ascendancy at 18:44 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By DizzyIzzy the Dwarf Adventurer level 41
43rd Steel 123rd year of Ascendancy at 08:58 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By DizzyIzzy the Dwarf Adventurer level 65
16th Voratun 123rd year of Ascendancy at 07:04 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DizzyIzzy the Dwarf Adventurer level 43
12nd Gold 123rd year of Ascendancy at 06:32 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By DizzyIzzy the Dwarf Adventurer level 33
17th Iron 123rd year of Ascendancy at 01:31 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By DizzyIzzy the Dwarf Adventurer level 23
1st Dearth 122nd year of Ascendancy at 04:06 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DizzyIzzy the Dwarf Adventurer level 8
28th Voratun 122nd year of Ascendancy at 21:28 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By DizzyIzzy the Dwarf Adventurer level 47
18th Stralite 123rd year of Ascendancy at 20:54 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By DizzyIzzy the Dwarf Adventurer level 32
14th Iron 123rd year of Ascendancy at 08:15 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By DizzyIzzy the Dwarf Adventurer level 67
17th Voratun 123rd year of Ascendancy at 06:26 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By DizzyIzzy the Dwarf Adventurer level 31
12nd Iron 123rd year of Ascendancy at 23:56 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By DizzyIzzy the Dwarf Adventurer level 50
26th Stralite 123rd year of Ascendancy at 03:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DizzyIzzy the Dwarf Adventurer level 17
1st Wealth 122nd year of Ascendancy at 05:57 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DizzyIzzy the Dwarf Adventurer level 19
13rd Wealth 122nd year of Ascendancy at 11:26 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By DizzyIzzy the Dwarf Adventurer level 26
23rd Dearth 122nd year of Ascendancy at 20:41 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By DizzyIzzy the Dwarf Adventurer level 48
20th Stralite 123rd year of Ascendancy at 18:52 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By DizzyIzzy the Dwarf Adventurer level 44
21st Gold 123rd year of Ascendancy at 23:56 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By DizzyIzzy the Dwarf Adventurer level 30
33rd Dearth 122nd year of Ascendancy at 00:32 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DizzyIzzy the Dwarf Adventurer level 16
33rd Profit 122nd year of Ascendancy at 23:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By DizzyIzzy the Dwarf Adventurer level 36
20th Iron 123rd year of Ascendancy at 20:14 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By DizzyIzzy the Dwarf Adventurer level 82
26th Voratun 123rd year of Ascendancy at 22:33 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By DizzyIzzy the Dwarf Adventurer level 125
25th Profit 123rd year of Ascendancy at 04:50 see stats
Infinite x200 (Nightmare (Adventure) difficulty)
Got to level 200 of the infinite dungeon.By DizzyIzzy the Dwarf Adventurer level 156
5th Wealth 123rd year of Ascendancy at 11:33 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By DizzyIzzy the Dwarf Adventurer level 55
10th Voratun 123rd year of Ascendancy at 10:50 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By DizzyIzzy the Dwarf Adventurer level 70
19th Voratun 123rd year of Ascendancy at 07:44 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By DizzyIzzy the Dwarf Adventurer level 56
10th Voratun 123rd year of Ascendancy at 14:32 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DizzyIzzy the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 19:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DizzyIzzy the Dwarf Adventurer level 20
13rd Wealth 122nd year of Ascendancy at 15:22 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By DizzyIzzy the Dwarf Adventurer level 30
32nd Dearth 122nd year of Ascendancy at 06:04 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By DizzyIzzy the Dwarf Adventurer level 40
11st Steel 123rd year of Ascendancy at 17:10 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By DizzyIzzy the Dwarf Adventurer level 50
22nd Stralite 123rd year of Ascendancy at 19:00 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By DizzyIzzy the Dwarf Adventurer level 31
15th Loss 122nd year of Ascendancy at 15:45 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By DizzyIzzy the Dwarf Adventurer level 48
19th Stralite 123rd year of Ascendancy at 16:48 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By DizzyIzzy the Dwarf Adventurer level 93
3rd Acquisition 123rd year of Ascendancy at 21:08 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By DizzyIzzy the Dwarf Adventurer level 91
2nd Acquisition 123rd year of Ascendancy at 15:17 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DizzyIzzy the Dwarf Adventurer level 39
6th Steel 123rd year of Ascendancy at 23:00 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DizzyIzzy the Dwarf Adventurer level 31
18th Shortage 122nd year of Ascendancy at 12:14 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By DizzyIzzy the Dwarf Adventurer level 25
4th Dearth 122nd year of Ascendancy at 09:25 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By DizzyIzzy the Dwarf Adventurer level 29
31st Dearth 122nd year of Ascendancy at 21:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By DizzyIzzy the Dwarf Adventurer level 18
1st Wealth 122nd year of Ascendancy at 22:59 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By DizzyIzzy the Dwarf Adventurer level 33
14th Iron 123rd year of Ascendancy at 10:43 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By DizzyIzzy the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 19:09 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By DizzyIzzy the Dwarf Adventurer level 50
26th Stralite 123rd year of Ascendancy at 03:10 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By DizzyIzzy the Dwarf Adventurer level 34
20th Iron 123rd year of Ascendancy at 20:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DizzyIzzy the Dwarf Adventurer level 8
1st Profit 122nd year of Ascendancy at 08:38 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By DizzyIzzy the Dwarf Adventurer level 16
34th Profit 122nd year of Ascendancy at 00:27 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By DizzyIzzy the Dwarf Adventurer level 23
1st Dearth 122nd year of Ascendancy at 09:20 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By DizzyIzzy the Dwarf Adventurer level 50
26th Stralite 123rd year of Ascendancy at 03:11 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By DizzyIzzy the Dwarf Adventurer level 34
20th Iron 123rd year of Ascendancy at 14:44 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DizzyIzzy the Dwarf Adventurer level 11
15th Profit 122nd year of Ascendancy at 03:34 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DizzyIzzy the Dwarf Adventurer level 39
9th Steel 123rd year of Ascendancy at 09:15 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By DizzyIzzy the Dwarf Adventurer level 31
43rd Dearth 122nd year of Ascendancy at 19:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DizzyIzzy the Dwarf Adventurer level 20
13rd Wealth 122nd year of Ascendancy at 15:24 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DizzyIzzy the Dwarf Adventurer level 30
32nd Dearth 122nd year of Ascendancy at 16:51 see stats
Log
Talent Infusion: Regeneration is ready to use.
DizzyIzzy uses Infusion: Regeneration.
DizzyIzzy starts regenerating health quickly.
Talent Earth's Eyes is ready to use.
DizzyIzzy uses Earth's Eyes.
DizzyIzzy stops surging mana.
There is a next level here (press '' or right click to use).
Ran for 62 turns (stop reason: at exit).
DizzyIzzy uses Weapon Forging.
You forged reforged Cloudstun (186.8-280.2 power, 42 apr) from Cloudstun (64.5-96.75 power, 4 apr)
Saving game...
DizzyIzzy deactivates Skate.
DizzyIzzy deactivates Hymn of Detection.
DizzyIzzy deactivates Second Life.
DizzyIzzy deactivates Arcane Combat.
DizzyIzzy deactivates Lucid Dreamer.
DizzyIzzy deactivates Lacerating Strikes.
DizzyIzzy deactivates Beyond the Flesh.
DizzyIzzy deactivates Inner Power.
DizzyIzzy deactivates Weapon Folding.
DizzyIzzy deactivates Wild Growth.
DizzyIzzy deactivates Elemental Harmony.
DizzyIzzy deactivates Stone Skin.
DizzyIzzy deactivates Mitosis.
DizzyIzzy deactivates Augmentation.
DizzyIzzy deactivates Arcane Power.
DizzyIzzy deactivates Arcane Feed.
DizzyIzzy stops regenerating health quickly.
