Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! 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): Infinite500 v3.0a: Revised high level play for ToME 1.5.0Version 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. 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventuring Party 1.5.0Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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 | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 119 / 52% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 329 (base 120) |
| Dexterity | 319 (base 120) |
| Constitution | 234 (base 120) |
| Magic | 262 (base 120) |
| Willpower | 211 (base 120) |
| Cunning | 282 (base 120) |
Resources
| Mana | 1756/1756 |
| Psi_feedback | 0/180 |
| Life | 3430/3430 |
| Paradox | 300 |
| Equilibrium | 45 |
| Vim | 337/624 |
| Positive | 90/374 |
| Stamina | 1053/1053 |
| Psi | 1132/1132 |
| Healing Factor | 2.5 |
| Regeneration | 946.03046375817 |
Speed
| Mental | +15.99455498907% |
| Attack | +15.99455498907% |
| Movement | +67.0104970077% |
| Spell | 0% |
| Global | +158.14037626628% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 27.619895302251 |
| See Stealth | 141.30876316663 |
| See Invisible | 164.30876316665 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 602 |
| Accuracy | 116 |
| Crit Chance | 237% |
| APR | 60 |
| Speed | 0.64 |
Offense: Offhand
| Damage | 554 |
| Accuracy | 116 |
| Crit Chance | 235% |
| APR | 58 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 143 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 102 |
| Crit Chance | 100% |
| Speed | 0.86210943271797 |
Offense: Damage Bonus
| All | +16% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 236.8009656959 (100%) |
| Defense | 81 |
| Ranged Defense | 83 |
| Fatigue | 2.4444971537 |
| Physical Save | 135.26 |
| Spell Save | 129.02 |
| Mental Save | 122 |
Defense: Resistances
| All | + 34%( 76%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 54% |
| Fear Resistance | 44% |
| Poison Resistance | 86% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Pinning Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 1410 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 44 for 12 turns. While Heroism is active, you will only die when reaching -1710 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse 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 2905% for 10 turns and instantly restoring 145 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1598 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 1410% 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 Constitution stat. |
Class Talents
| Celestial / Sun | 1.20 |
| 1/5 |
| 1/5 |
| 9/5 |
| 0/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 11/5 |
| 11/5 |
| 9/5 |
| Psionic / Solipsism | 1.20 |
| 11/5 |
| 1/5 |
| 11/5 |
| 11/5 |
| Technique / Forgeknight combat expertise | 1.20 |
| 8/5 |
| 10/5 |
| 9/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 10/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 8/5 |
| 11/5 |
| 11/5 |
| 9/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 10/5 |
| 8/5 |
| 10/5 |
| 10/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 1/5 |
| 10/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 11/5 |
| 5/5 |
| 5/5 |
| 11/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 11/5 |
| 11/5 |
| 9/5 |
| Technique / Bloodthirst | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 9/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 8/5 |
| 8/5 |
| 10/5 |
| 8/5 |
| Psionic / Focus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Wild-gift / Ooze | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Wild-gift / Mucus | 1.00 |
| 9/5 |
| 1/5 |
| 9/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 9/5 |
| 11/5 |
| 10/5 |
| 11/5 |
| Celestial / Eclipse | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
| Technique / Archery training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 9/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
| Technique / Battle tactics | 1.00 |
| 9/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 7/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.10 |
| 9/5 |
| 8/5 |
| 9/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 10/5 |
| 9/5 |
| 10/5 |
| 6/5 |
| Cunning / Survival | 1.00 |
| 11/5 |
| 9/5 |
| 2/5 |
| 11/5 |
| Psionic / Mentalism | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Technique / Combat training | 1.20 |
| 11/5 |
| 11/5 |
| 0/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 6/50 |
| 4/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 0/2 |
| Psionic / Dream Forge | 1.00 |
| 8/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 9/5 |
| 5/5 |
| 5/5 |
| Technique / Forger's endurance | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Technique / Conditioning | 1.00 |
| 10/5 |
| 9/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 8/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Race / Dwarf | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 5/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.10 |
| 9/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 10/5 |
| 1/5 |
| 9/5 |
| 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 | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Lucid Dreamer |
| talent | Lacerating Strikes |
| talent | Weapon Folding |
| talent | Inner Power |
| talent | Forge Shield |
| talent | Searing Sight |
| talent | Elemental Harmony |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Wild Growth |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Second Life |
| talent | Exploit Weakness |
| talent | Arcane Power |
| talent | Mitosis |
| beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (3.5 counters remaining) Counter Attacking |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+58% global speed). Clarity |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | On death will restore to the source up to 36 times the vim's worth. Bleak Outcome |
| beneficial effect | A flow of life spins around the target, regenerating 319.72 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 86% chance to deflect up to 286 damage from the next 3.5 attack(s). Parried attacks cannot crit. Parrying |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you learnt talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you learnt talent Stone Touch (+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 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)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 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)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 Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you learnt talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you learnt talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Precognition (+1 level(s)). | 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 |
Wake up and kill the dreaming horror boss 'Bethuwyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 80)You completed the challenge and received: Random Artifact: Yarigar (5 def, 2 armour) | done |
Wake up and kill the dreaming horror boss 'Salulle the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 99)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: Random Artifact: Dawnqueller | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 109)You completed the challenge and received: Random Artifact: Viperjam (15-21 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 110)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 113)You completed the challenge and received: Random Artifact: Charwedge (21/21, 30-36 power, 22 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 115)You completed the challenge and received: Random Artifact: Darkpall (9 def, 23 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 116)You completed the challenge and received: Random Artifact: Sulfurwild (10 def, 12 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 119)You completed the challenge and received: Random Artifact: Lightbearer of charged psionic shield [power 151] (7 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78)You completed the challenge and received: Random Artifact: Gloomguile (12 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 84) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 106) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 118)Turns left: 0 You completed the challenge and received: Random Artifact: Cracklegrind | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 98)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 103)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 104)You completed the challenge and received: Random Artifact: Unlightmortal (40-56 power, 6 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 114)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 117)You completed the challenge and received: Random Artifact: Shinemaim (29-34.8 power, 6 apr, blight element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 88)You completed the challenge and received: Random Artifact: Skymonster (12 def, 3 armour, 199.5 block) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 89)You completed the challenge and received: Random Artifact: Sunravage (40.5-56.7 power, 6 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 95)You completed the challenge and received: Random Artifact: Sparkrune (25-30 power, 5 apr, cold element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 79) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 86)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 96) | failed |
Leave the level in less than 207 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (207) (Level 97)Turns left: -1 | failed |
Leave the level in less than 378 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (378) (Level 111)Turns left: 343 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 402 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (402) (Level 82)Turns left: 326 You completed the challenge and received: Random Artifact: Kindledeath (12 def, 3 armour, 199 block) | done |
Leave the level in less than 84 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (84) (Level 112)Turns left: 57 You completed the challenge and received: Random Artifact: Scumminister (20/20, 15-18 power, 18 apr) | done |
Leave the level in less than 90 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (90) (Level 102)Turns left: 75 You completed the challenge and received: +1 Generic Point | 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 fire 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 |
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 hall of reflections. * 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: 9289. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | reforged Champion's Will (130.6-208.96 power, 34 apr) reforged Champion's Will (130.6-208.96 power, 34 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 130.6 - 209.0 Uses stats: 78% Wil, 35% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +34 Crit. chance: +18.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 3). Damage (Melee): +72 lightning / +72 physical / +72 acid When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Changes damage: +35% arcane / +35% physical Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Talent granted: +3 Flameshock Massive two-handed swords. |
| Quiver | 2712 alchemist agate 2712 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 | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Light source | 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 36 power out of 150/150) : Effective talent level: 4.0 Power cost: 36 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 124.65 cold damage and 157.97 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. |
| On head | masterforged voratun helm (9 def, 32 armour) =Great stats, Water Breath= masterforged voratun helm (9 def, 32 armour) =Great stats, Water Breath=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +32 Defense: +9 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +8 Str / +21 Dex / +10 Mag / +5 Wil / +10 Cun / +8 Con Changes resistances: +22% lightning / +25% cold / +22% arcane / +22% blight Changes resistances penetration: +15% mind Changes damage: +9% nature Grants telepathy: Humanoid/Orc Talent mastery: +0.10 Chronomancy / Chronomancy Talent granted: +5 Healing Light Allows you to breathe in: water Mental save: +89 (+13 eff.) Blindness immunity: +44% Confusion immunity: +44% Fear immunity: +44% Stamina each turn: +3.30 Maximum stamina: +187.00 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Cloudstone (0 def, 15 armour) Cloudstone (0 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% * 62% chance to daze at end of turn Changes stats: +5 Mag / +13 Cun / +8 Con Changes resistances: +36% acid / +14% fire / +15% lightning / +14% cold Physical save: +21 (+2 eff.) Mental save: +25 (+3 eff.) Spellpower: +6 (+1 eff.) Infravision radius: +6 A pair of boots made of leather. |
| Tool | 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 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Porivena the Cloudquarry Porivena the CloudquarryInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 13% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +8 Wil / +17 Cun / +9 Con Changes resistances: +9% blight / +3% lightning / +6% arcane / +3% light Changes resistances penetration: +10% lightning Physical save: +18 (+1 eff.) Spell save: +33 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 56%. Rings can have magical properties. |
| On fingers | voratun ring 'Kylin' voratun ring 'Kylin'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to disease * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Damage when hit (Melee): 12 mind Changes stats: +8 Mag / +8 Wil Changes resistances: +6% acid / +5% arcane / +9% blight Critical mult.: +10.00% Physical save: +30 (+3 eff.) Poison immunity: +5% Cut immunity: +20% Disarm immunity: +25% Spellpower: +30 (+4 eff.) Mindpower: +21 (+4 eff.) Mental crit. chance: +3% Rings can have magical properties. |
| Around neck | voratun amulet 'Ulfydunakath' voratun amulet 'Ulfydunakath'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +8 Defense: +32 (+7 eff.) Changes stats: +3 Wil / +6 Con / +20 Lck Changes resistances: +12% acid / +10% arcane / +12% darkness / +12% blight Changes resistances cap: +6% all Changes damage: +6% mind Physical save: +45 (+4 eff.) Cut immunity: +20% Pinning immunity: +20% Life regen: +2.20 Equilibrium when hit: +0.08 Maximum life: +80.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
| In main hand | reforged voratun waraxe 'Adiriann' (97-135.8 power, 34 apr) reforged voratun waraxe 'Adiriann' (97-135.8 power, 34 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 97.0 - 135.8 Uses stat: 89% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +66 Armour Penetration: +34 Crit. chance: +20.0% Attack speed: 135% When this weapon hits: Manathrust (15% chance level 3). On weapon hit: * 26% chance to cause random gloom * 35% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +103 acid / +103 darkness / +103 nature / +25 mind Burst (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +15 Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil / +14 Cun / +5 Con Changes resistances penetration: +15% lightning / +15% physical Changes damage: +47% light / +47% darkness Physical save: +10 (+0 eff.) Stamina each turn: +0.60 Healing mod.: +10% One-handed war axes. |
| Around waist | Cracklewyrd the drakeskin leather belt Cracklewyrd the drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +16 Dex / +5 Mag / +5 Wil / +14 Cun / +19 Con / +10 Lck Changes resistances: +33% lightning Grants telepathy: Dragon Critical mult.: +30.00% Trap disarming bonus: +15 Stealth bonus: +12 Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +4.00 Infravision radius: +9 A belt that goes around your waist. |
| In off hand | reforged Flowerprophet the voratun longsword (105-147 power, 32 apr) reforged Flowerprophet the voratun longsword (105-147 power, 32 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 105.0 - 147.0 Uses stat: 91% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +66 Armour Penetration: +32 Crit. chance: +18.0% Attack speed: 135% When this weapon hits: Weakness Disease (10% chance level 2). On weapon hit: * 20% chance to inflict 15% damage reduction * 29% chance to corrode armour by 30% * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +124 lightning / +106 acid / +106 physical When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Mag Changes resistances: +6% acid Changes resistances penetration: +15% acid Changes damage: +48% cold / +48% temporal / +6% arcane / +9% nature Talent granted: +4 Pulverizing Auger Spell save: +30 (+3 eff.) Life regen: +2.50 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+0 eff.) Sharp, long, and deadly. |
| Cloak | Poruremira the Searwar (3 def, 0 armour) Poruremira the Searwar (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +4 Dex / +5 Mag / +12 Wil / +10 Cun Changes resistances: +4% physical Changes resistances penetration: +5% fire / +5% temporal Changes damage: +9% fire Physical save: +30 (+3 eff.) Spell save: +15 (+1 eff.) Maximum life: +20.00 Maximum mana: +73.00 Mental crit. chance: +8% Healing mod.: +10% 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 Hathefang the Viperspawn (16 def, 47.5 armour) reforged Hathefang the Viperspawn (16 def, 47.5 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +47 Defense: +16 (+4 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 34 darkness Changes stats: +13 Str / +8 Mag / +13 Con Changes resistances: +14% acid / +25% physical / +20% light / +11% blight / +14% fire / +25% lightning / +15% cold Changes resistances penetration: +10% light Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Talents cooldown: Infernal Impact (-1 turn) Rush (-5 turns) Talents granted: +3 Repulsion Field +1 Power Catalyst: Magic Physical save: +71 (+7 eff.) Cut immunity: +23% Disarm immunity: +39% Pinning immunity: +23% Stun/Freeze immunity: +57% Knockback immunity: +40% Life regen: +4.50 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +442.00 Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 174% / cooldown 59%) medical injector implant (efficiency 174% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 174% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; 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: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 286.19 physical damage and 467.73 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 (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: 13 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 1 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 psychic (heal 563) healing infusion of the psychic (heal 563)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 563 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 875) healing infusion of the warrior (heal 875)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 875 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+50 for 9 turns, die at -1530) heroism infusion of the duelist (+50 for 9 turns, die at -1530)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 50 for 9 turns. While Heroism is active, you will only die when reaching -1530 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+52 for 13 turns, die at -2016) heroism infusion of the duelist (+52 for 13 turns, die at -2016)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 52 for 13 turns. While Heroism is active, you will only die when reaching -2016 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+47 for 13 turns, die at -1861) heroism infusion of the sneak (+47 for 13 turns, die at -1861)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 -1861 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 (+38 for 11 turns, die at -1540) heroism infusion of the titan (+38 for 11 turns, die at -1540)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 11 turns. While Heroism is active, you will only die when reaching -1540 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 titan (+38 for 12 turns, die at -1279) heroism infusion of the titan (+38 for 12 turns, die at -1279)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 38 for 12 turns. While Heroism is active, you will only die when reaching -1279 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 titan (+38 for 12 turns, die at -1439) heroism infusion of the titan (+38 for 12 turns, die at -1439)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 12 turns. While Heroism is active, you will only die when reaching -1439 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 titan (+38 for 12 turns, die at -1659) heroism infusion of the titan (+38 for 12 turns, die at -1659)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: 21 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 38 for 12 turns. While Heroism is active, you will only die when reaching -1659 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 (+52 for 10 turns, die at -1972) heroism infusion of the warrior (+52 for 10 turns, die at -1972)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 52 for 10 turns. While Heroism is active, you will only die when reaching -1972 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+42 for 10 turns, die at -1375) heroism infusion of the wizard (+42 for 10 turns, die at -1375)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 42 for 10 turns. While Heroism is active, you will only die when reaching -1375 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 (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: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 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 (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: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase 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 (1387% speed; 5 turns) movement infusion of the duelist (1387% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1387% 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 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 (1515% speed; 6 turns) movement infusion of the duelist (1515% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1515% 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 psychic (1019% speed; 7 turns) movement infusion of the psychic (1019% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1019% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1026% speed; 5 turns) movement infusion of the psychic (1026% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1026% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1398% speed; 7 turns) movement infusion of the sneak (1398% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1398% 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 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 titan (1136% speed; 7 turns) movement infusion of the titan (1136% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 1136% 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 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. |
movement infusion of the warrior (1573% speed; 7 turns) movement infusion of the warrior (1573% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1573% 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 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 warrior (1463% speed; 6 turns) movement infusion of the warrior (1463% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 1463% 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 (1462% speed; 7 turns) movement infusion of the wizard (1462% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1462% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 1397 over 5 turns) regeneration infusion of the duelist (heal 1397 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1397 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 1178 over 5 turns) regeneration infusion of the psychic (heal 1178 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1178 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 1227 over 5 turns) regeneration infusion of the psychic (heal 1227 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1227 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 1472 over 5 turns) regeneration infusion of the sneak (heal 1472 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1472 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 sneak (heal 1231 over 5 turns) regeneration infusion of the sneak (heal 1231 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1231 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 1124 over 5 turns) regeneration infusion of the titan (heal 1124 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 1124 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 1140 over 5 turns) regeneration infusion of the wizard (heal 1140 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1140 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. |
regeneration infusion of the wizard (heal 1334 over 5 turns) regeneration infusion of the wizard (heal 1334 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 1334 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. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of the Rift (994.00 temporal damage, removed from time 4 turns) Rune of the Rift (994.00 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 1630.16 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. |
acid wave rune of the sneak (695 acid damage; disarm 5 turns with power 109) acid wave rune of the sneak (695 acid damage; disarm 5 turns with power 109)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 unleash a wave of acid in a cone of radius 6, doing 695.48 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 109 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (2020% regen over 10 turns; 101 instant mana) manasurge rune of the psychic (2020% regen over 10 turns; 101 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: 23 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 2020% for 10 turns and instantly restoring 101 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the titan (1801% regen over 10 turns; 90 instant mana) manasurge rune of the titan (1801% regen over 10 turns; 90 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: 24 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 1801% for 10 turns and instantly restoring 90 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 warrior (2298% regen over 10 turns; 114 instant mana) manasurge rune of the warrior (2298% regen over 10 turns; 114 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 2298% for 10 turns and instantly restoring 114 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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 (absorb 462 for 8 turns) shielding rune (absorb 462 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 462 damage for 8 turns. 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. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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 450 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. |
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 450 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. |
Bregylathamnir the Splendourwell Bregylathamnir the SplendourwellInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Damage when hit (Melee): 12 light Changes stats: +9 Cun / +6 Wil Changes resistances penetration: +15% arcane Changes damage: +6% light / +12% physical Mental save: +12 (+2 eff.) Blindness immunity: +40% Confusion immunity: +25% Mana each turn: +0.16 Mana when firing critical spell: +2.00 Mindpower: +15 (+3 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Demoncast DemoncastPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 60% chance to corrode armour by 30% * 60% chance to daze at end of turn Damage when hit (Melee): 40 darkness / 24 light Changes stats: +10 Mag Changes resistances: +15% darkness / +12% lightning Changes resistances penetration: +35% lightning / +45% acid Changes damage: +21% darkness / +21% lightning Amulets can have magical properties. |
Demonslice the stralite amulet Demonslice the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -14% Changes stats: +5 Cun / +5 Con Changes resistances penetration: +15% darkness Grants telepathy: Humanoid/Orc Talent mastery: +0.33 Celestial / Crusader Infravision radius: +3 Amulets can have magical properties. |
Emelerathra EmelerathraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -12% Effects on melee hit: * 42% chance to disease Changes stats: +14 Mag / +5 Cun / +9 Con Changes resistances: +10% arcane / +15% blight Mana each turn: +0.16 Mana when firing critical spell: +8.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +140.00 Maximum vim: +60.00 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 4.0 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 949.28 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 674 strength, based on Magic) for 5 turns, costing 11 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Salyrivena SalyrivenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +17 (+4 eff.) Damage when hit (Melee): 20 blight Changes stats: +3 Mag / +6 Wil / +17 Lck Changes resistances: +5% arcane Spell save: +20 (+1 eff.) Mana each turn: +0.20 Mana when firing critical spell: +2.00 Maximum mana: +80.00 Maximum vim: +30.00 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 2358.14 physical damage (based on Magic) in a radius of 3, costing 27 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
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... |
savior's voratun amulet of perfection (0.40 Celestial / Sun,0.40 Corruption / Brutality) savior's voratun amulet of perfection (0.40 Celestial / Sun,0.40 Corruption / Brutality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Celestial / Sun +0.40 Corruption / Brutality Physical save: +25 (+2 eff.) Spell save: +25 (+2 eff.) Mental save: +24 (+3 eff.) Amulets can have magical properties. |
serendipitous voratun amulet of soulsearing serendipitous voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +20 Lck Changes damage: +15% blight / +15% fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.34 Technique / Pugilism,0.34 Corruption / Hexes) vitalizing stralite amulet of perfection (0.34 Technique / Pugilism,0.34 Corruption / Hexes)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.34 Technique / Pugilism +0.34 Corruption / Hexes Physical save: +17 (+1 eff.) Life regen: +2.30 Maximum life: +70.00 Amulets can have magical properties. |
voratun amulet 'Stormkiss' voratun amulet 'Stormkiss'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes resistances: +30% temporal / +12% mind / +6% fire Changes resistances penetration: +10% blight / +10% lightning Changes damage: +12% lightning / +12% fire / +12% mind Talent masteries: +0.32 Chronomancy / Chronomancy +0.32 Spell / Acid alchemy Pinning immunity: +50% Knockback immunity: +50% Equilibrium when hit: +0.08 Psi when hit: +0.16 Mental crit. chance: +2% Amulets can have magical properties. |
voratun amulet of perfection (0.40 Chronomancy / Matter,0.40 Spell / Stone) voratun amulet of perfection (0.40 Chronomancy / Matter,0.40 Spell / Stone)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Chronomancy / Matter +0.40 Spell / Stone 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 5 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. |
Aeryriavea the Hellsbutcher Aeryriavea the HellsbutcherPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 48% chance to daze at end of turn Damage when hit (Melee): 16 blight / 32 fire Changes stats: +7 Wil Changes resistances: +36% light / +9% fire Changes damage: +9% blight / +12% fire / +18% light / +18% arcane Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Burnwire the voratun ring Burnwire the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +17 Physical power: +14 (+1 eff.) Defense: +16 (+4 eff.) Damage when hit (Melee): 16 acid Changes stats: +10 Str / +10 Con Changes resistances: +6% arcane / +6% darkness Changes damage: +12% fire Spell save: +39 (+3 eff.) Stun/Freeze immunity: +37% Life regen: +4.80 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 136% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Dawnqueller DawnquellerInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +2 Defense: +15 (+3 eff.) Ranged Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 temporal / 8 physical Changes stats: +4 Str / +2 Dex / +8 Wil / +8 Cun Changes resistances: +3% blight / +6% temporal / +6% light / +2% physical Changes resistances penetration: +5% temporal / +5% light / +5% physical Changes damage: +3% blight / +15% physical / +3% light Physical save: +19 (+2 eff.) Life regen: +2.10 Stamina each turn: +0.20 Only die when reaching: -20.00 life Maximum life: +92.00 Maximum stamina: +10.00 Mindpower: +13 (+2 eff.) Light radius: +3 Healing mod.: +26% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Demonmortal the voratun ring Demonmortal the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +15 Mag / +11 Wil / +8 Cun / +3 Con Changes resistances: +15% darkness Changes damage: +21% darkness / +30% nature Mindpower: +15 (+3 eff.) Light radius: +4 See invisible: +18 Rings can have magical properties. |
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 458.10 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 15 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. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hatheyadan the Bleaksaw Hatheyadan the BleaksawInfused 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: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 24 lightning / 12 darkness / 40 acid Changes stats: +10 Cun Changes resistances: +12% acid / +9% mind / +9% lightning Changes resistances penetration: +35% darkness / +15% acid Changes damage: +9% acid / +15% lightning / +12% mind / +27% darkness 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 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. IslithaIslitha Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +9 Str Changes resistances: +24% blight / +10% arcane / +9% nature / +18% lightning Mental save: +15 (+2 eff.) Silence immunity: +35% Disarm immunity: +30% Stun/Freeze immunity: +61% Life regen: +4.80 Only die when reaching: -60.00 life Rings can have magical properties. |
Khelobers the stralite ring Khelobers the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +2 Armour: +6 Changes stats: +15 Dex / +4 Mag / +15 Cun / +1 Con Maximum stamina: +15.00 Spellpower: +7 (+1 eff.) Healing mod.: +10% 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 (+3 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 14 power out of 30/30) : Effective talent level: 2.0 Power cost: 14 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. |
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. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
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 3 power out of 6/6) : Effective talent level: 4.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 556.36 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. |
Voryba the Blindoozer Voryba the BlindoozerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes damage: +3% mind Grants telepathy: All Silence immunity: +50% Mana each turn: +0.28 Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +13 (+1 eff.) Defense: +13 (+3 eff.) Ranged Defense: +13 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +9 Str / +7 Mag / +7 Cun / +9 Con Changes resistances penetration: +20% fire Changes damage: +9% lightning Physical save: +20 (+2 eff.) Stun/Freeze immunity: +36% Life regen: +4.00 Maximum life: +30.00 Spellpower: +13 (+2 eff.) Healing mod.: +10% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +8 Mag / +8 Wil / +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +15 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 56%. Rings can have magical properties. |
gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +14 Physical power: +12 (+1 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Str / +9 Con It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 136% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
marksman's voratun ring of speed marksman's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Dex Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 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 43% for 5 turns. Rings can have magical properties. |
mule's voratun ring of blinding strikes mule's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 17% chance to blind Damage (Melee): 31 light Effects on ranged hit: * 26% chance to blind Damage (Ranged): 50 light Maximum encumbrance: +33 Rings can have magical properties. |
sneakthief's voratun ring of misery sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +19 Cun / +10 Dex 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 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 42%. Rings can have magical properties. |
solipsist's stralite ring of misery solipsist's stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +14 Cun / +7 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 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 56%. 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: * 19% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +17 Cun / +7 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 9 cooldown : Effective talent level: 4.0 Power cost: 9 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 66%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ring of speedstralite ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 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 35% 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 'Polora' voratun ring 'Polora'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +14 (+1 eff.) Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +10 Str / +2 Dex / +2 Wil / +17 Con Changes resistances: +40% darkness / +1% physical Changes damage: +20% darkness Spell save: +19 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Maximum stamina: +40.00 Rings can have magical properties. |
voratun ring 'Rootdredge' voratun ring 'Rootdredge'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 77% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +4 Dex / +9 Mag / +10 Wil / +9 Cun Changes resistances: +9% nature Changes resistances penetration: +20% temporal Changes damage: +21% nature Grants telepathy: Demon/Minor Demon/Major Infravision radius: +5 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Cinderspike the voratun battleaxe (58-87 power, 4 apr)Cinderspike the voratun battleaxe (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +36 fire When wielded/worn: Fatigue: -16% Effects on melee hit: * 30% chance to blind * 60% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 16 fire Changes stats: +6 Str / +4 Dex / +5 Mag / +3 Cun Changes resistances: +6% fire / +30% light / +14% all Changes resistances penetration: +21% nature Grants telepathy: Dragon Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Sootkin (57-85.5 power, 4 apr)Sootkin (57-85.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+5 eff.) Changes stats: +4 Cun / +7 Wil Changes resistances: +12% lightning / +9% cold / +12% nature Changes damage: +45% darkness Spell save: +62 (+6 eff.) Mental save: +40 (+6 eff.) Poison immunity: +20% Disarm immunity: +68% Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic voratun battleaxe of corruption (57.5-86.25 power, 4 apr)acidic voratun battleaxe of corruption (57.5-86.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe (57-85.5 power, 4 apr)quick voratun battleaxe (57-85.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Dex Massive two-handed battleaxes. |
reforged voratun battleaxe 'Deepswyrd' (153.5-230.25 power, 28 apr) reforged voratun battleaxe 'Deepswyrd' (153.5-230.25 power, 28 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 153.5 - 230.2 Uses stat: 102% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +60 Armour Penetration: +28 Crit. chance: +22.0% Attack speed: 132% When this weapon hits: Stun (15% chance level 3). On weapon hit: * 45% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +135 lightning / +23 temporal / +135 darkness / +169 mind / +23 nature Burst (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 physical Changes stats: +10 Wil / +10 Cun / +2 Con Changes resistances: +9% fire Changes resistances penetration: +25% darkness Changes damage: +61% light / +61% acid Talent granted: +5 Slime Spit Critical mult.: +12.00% Spell save: +26 (+2 eff.) Only die when reaching: -40.00 life Massive two-handed battleaxes. |
voratun battleaxe 'Glimmerrot' (56-84 power, 4 apr) voratun battleaxe 'Glimmerrot' (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to blind On weapon crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing Damage (Melee): +8 lightning / +36 temporal / +28 nature Burst (radius 2) on crit: +12 acid / +16 temporal When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +17.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Dex Changes resistances: +3% acid Changes damage: +3% light / +3% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of the leech (60-90 power, 4 apr)voratun battleaxe of the leech (60-90 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 26% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 14 nature slow Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing stralite dagger of phasing (30-39 power, 20 apr)arcing stralite dagger of phasing (30-39 power, 20 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron dagger of ruin (9.5-12.35 power, 5 apr)balanced iron dagger of ruin (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Defense: +6 (+2 eff.) Critical mult.: +10.00% Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental iron dagger (10.5-13.65 power, 5 apr)elemental iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stat: 72% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Sharp, short and deadly. |
masterforged voratun greatmaul (149.3-223.95 power, 18 apr) masterforged voratun greatmaul (149.3-223.95 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 149.3 - 224.0 Uses stat: 96% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +36 Armour Penetration: +18 Crit. chance: +14.0% Attack speed: 116% When this weapon hits: Lightning (15% chance level 5). On weapon hit: * 21% chance to inflict 15% damage reduction * Slows global speed by 60% * 20% chance to curse the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +86 darkness / +86 mind / +12 nature / +86 fire Burst (radius 1) on hit: +12 physical When wielded/worn: Armour: +10 Damage when hit (Melee): 12 nature Changes stats: +5 Str / +5 Con Changes resistances: +4% physical Changes resistances penetration: +15% acid Changes damage: +40% nature / +40% acid Talent granted: +2 Pulverizing Auger Critical mult.: +9.00% Massive two-handed mauls. |
reforged Voratun Hammer of the Deep Bellow (185.6-278.4 power, 26 apr) reforged Voratun Hammer of the Deep Bellow (185.6-278.4 power, 26 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 185.6 - 278.4 Uses stat: 98% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +48 Armour Penetration: +26 Crit. chance: +13.0% Attack speed: 123% When this weapon hits: Virulent Disease (10% chance level 3). When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +140 fire / +110 light / +110 temporal When wielded/worn: Changes damage: +15% physical / +50% mind / +50% cold Talent granted: +3 Slime Spit Massive two-handed mauls. |
reforged voratun greatmaul 'Eilinabreta' (186.7-280.05 power, 20 apr) reforged voratun greatmaul 'Eilinabreta' (186.7-280.05 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 186.7 - 280.0 Uses stat: 97% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +42 Armour Penetration: +20 Crit. chance: +11.0% Attack speed: 119% When this weapon hits: Virulent Disease (10% chance level 3). Damage Shield penetration (this weapon only): +20% Damage (Melee): +99 temporal / +99 cold / +99 physical When wielded/worn: Armour penetration: +20 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes stats: +5 Mag / +5 Wil / +3 Con Changes resistances: +9% mind Changes resistances penetration: +24% acid / +20% physical / +20% blight / +24% fire / +24% cold / +24% lightning Changes damage: +46% arcane / +67% physical Talent granted: +5 Slime Spit Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of persecution (60-96 power, 4 apr)balanced voratun greatsword of persecution (60-96 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage against: +42% Unnatural When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+5 eff.) Changes stats: +10 Wil Disarm immunity: +70% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Nimbusschism' (61-97.6 power, 4 apr)voratun greatsword 'Nimbusschism' (61-97.6 power, 4 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: 61.0 - 97.6 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 86% chance to daze at end of turn Damage (Melee): +16 lightning / +56 fire Burst (radius 1) on hit: +12 lightning / +12 fire When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+5 eff.) Effects on melee hit: * 65% chance to daze at end of turn Changes stats: +8 Cun Changes resistances: +9% mind Changes damage: +9% mind Disarm immunity: +70% Equilibrium when hit: +0.12 Maximum psi: +40.00 Massive two-handed swords. |
reforged Yverenor the voratun longsword (78.5-109.9 power, 18 apr) reforged Yverenor the voratun longsword (78.5-109.9 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 78.5 - 109.9 Uses stat: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Cripple (10% chance level 2). On weapon hit: * 19% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +52 temporal / +73 cold / +52 arcane When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -4% Changes stats: +3 Str / +4 Mag / +2 Cun / +10 Con Changes resistances penetration: +6% physical Changes damage: +25% mind / +25% cold Talent granted: +1 Acidic Spray Disarm immunity: +14% Sharp, long, and deadly. |
reforged voratun longsword 'Islima' (86-120.4 power, 18 apr) reforged voratun longsword 'Islima' (86-120.4 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 86.0 - 120.4 Uses stat: 83% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +11.0% Attack speed: 114% When this weapon hits: Manathrust (15% chance level 3). Damage (Melee): +54 acid / +54 cold / +54 light When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +28 Physical crit. chance: +15.0% Defense: +15 (+3 eff.) Effects on melee hit: * 30% chance to disease Changes resistances penetration: +5% blight / +15% physical / +10% mind Changes damage: +26% acid / +30% arcane / +26% nature Talent granted: +2 Deadly Strikes Critical mult.: +35.00% Disarm immunity: +49% Mindpower: +4 (+1 eff.) Damage Shield penetration: +60% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite longsword of evisceration (34-47.6 power, 5 apr)truestriking stralite longsword of evisceration (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Changes resistances penetration: +13% physical Sharp, long, and deadly. |
voratun longsword 'Pitchrock' (42-58.8 power, 6 apr) voratun longsword 'Pitchrock' (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 82% chance to cause random gloom Damage (Melee): +30 cold / +16 temporal Burst (radius 2) on crit: +16 temporal When wielded/worn: Changes stats: +4 Dex / +5 Mag / +5 Cun / +4 Con Changes resistances: +9% mind / +12% darkness Changes resistances penetration: +15% mind Changes damage: +9% mind / +15% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 30.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword of rage (43.5-60.9 power, 6 apr)voratun longsword of rage (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Str Changes damage: +15% physical Stamina when hit: +2.00 Sharp, long, and deadly. |
masterforged insidious voratun mace of shearing (93.5-130.9 power, 20 apr) masterforged insidious voratun mace of shearing (93.5-130.9 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 93.5 - 130.9 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +36 Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 116% When this weapon hits: Lightning Breath (10% chance level 2). Damage (Melee): +56 insidious poison / +63 blight / +63 darkness / +63 lightning When wielded/worn: Armour penetration: +14 Changes resistances penetration: +13% physical Changes damage: +15% physical / +29% light / +29% darkness Talent granted: +1 Flameshock Blunt and deadly. |
masterforged voratun mace (92-128.8 power, 18 apr) masterforged voratun mace (92-128.8 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 92.0 - 128.8 Uses stat: 82% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 114% When this weapon hits: Mind Blast (15% chance level 3). On weapon hit: * 26% chance to daze at end of turn Damage (Melee): +54 light / +12 temporal / +54 mind / +72 nature When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances penetration: +12% lightning Changes damage: +26% light / +26% darkness Talent granted: +4 Bone Grab Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun mace of evisceration (43.5-60.9 power, 6 apr)quick voratun mace of evisceration (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Changes stats: +7 Dex Blunt and deadly. |
reforged voratun mace 'Lavarot' (80.5-112.7 power, 18 apr) reforged voratun mace 'Lavarot' (80.5-112.7 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 80.5 - 112.7 Uses stat: 77% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +9.0% Attack speed: 114% When this weapon hits: Lightning (15% chance level 4). On weapon hit: * 13% chance to corrode armour by 30% Damage (Melee): +41 insidious poison / +51 temporal / +51 nature / +51 physical When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Damage when hit (Melee): 12 fire Changes resistances: +6% blight / +5% arcane / +6% lightning Changes resistances penetration: +15% acid / +10% fire Changes damage: +25% blight / +6% fire / +25% nature Talent granted: +2 Pulverizing Auger Critical mult.: +17.00% Life regen: +1.40 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite mace of crippling (34.5-48.3 power, 5 apr)truestriking stralite mace of crippling (34.5-48.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +13% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dreamer's pulsing mindstar of life (14-15.4 power, 32 apr, mind damage)dreamer's pulsing mindstar of life (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +21% mind Mental save: +9 (+1 eff.) Life regen: +1.70 Maximum life: +42.00 Maximum psi: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic living mindstar (15-16.5 power, 40 apr, mind damage)mitotic living mindstar (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to corrode armour by 30% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)summoner's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. CracklegrindCracklegrind Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to daze at end of turn Travel speed: +200% Damage (Ranged): +20 cold Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +1 Str / +2 Wil / +4 Con Changes resistances penetration: +5% lightning / +20% temporal Changes damage: +9% lightning / +6% temporal / +9% mind / +22% cold Grants telepathy: Humanoid/Orc Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Light radius: +2 See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. blazebringer's drakeskin leather sling of true flightblazebringer's 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): +34 fire When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +15.0% Changes resistances penetration: +14% fire Global speed: +5% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. runic drakeskin leather sling of recursionrunic 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: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +4 Mag Changes damage: +15% arcane Spellpower: +15 (+2 eff.) 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 90 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. dragonbone starstaff 'Woepiercer' (30-36 power, 6 apr, darkness element)dragonbone starstaff 'Woepiercer' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 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 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 80% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 darkness Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 65% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 mind Changes stats: +2 Cun / +5 Wil Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +20% blight Changes damage: +6% acid / +27% temporal / +30% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone starstaff (30-36 power, 6 apr, temporal element)ethereal dragonbone starstaff (30-36 power, 6 apr, temporal 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+5 eff.) Damage (Melee): 12 % chance of confusion Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower: +22 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. thought-forged voratun steamsaw of torment (40-60 power, 25 apr)thought-forged voratun steamsaw of torment (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * 29% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +22 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% mind / +15% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. warded stralite steamsaw (33.5-50.25 power, 19 apr)warded stralite steamsaw (33.5-50.25 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.5 - 50.2 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. warded voratun steamsaw of mind resistance (+20%) (38-57 power, 25 apr)warded voratun steamsaw of mind resistance (+20%) (38-57 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.0 - 57.0 Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +93 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +20% mind Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +5 cold Talents granted: +1 Ward +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
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: 84% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 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 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 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 5 turns and dealing 243.6 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. |
This item will automatically be transmogrified when you leave the level. Blazeransom the voratun waraxe (39-54.6 power, 6 apr)Blazeransom the voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +20 acid When wielded/worn: Fatigue: -10% Damage when hit (Melee): 20 fire Changes stats: +10 Wil / +4 Mag Changes resistances penetration: +25% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 30.00% Equilibrium when hit: +0.12 Psi when hit: +0.24 Mindpower: +8 (+1 eff.) Infravision radius: +6 See invisible: +18 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Cobramaster (39-54.6 power, 6 apr)Cobramaster (39-54.6 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 80% chance to cause random gloom Damage (Melee): +19 temporal / +44 nature When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +33% lightning / +27% temporal / +9% blight / +12% fire / +15% mind / +51% cold Changes damage: +18% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Gulen the Sootdredge (40.5-56.7 power, 6 apr)Gulen the Sootdredge (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning / +26 cold / +12 darkness / +12 blight Burst (radius 2) on crit: +24 darkness When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness Changes stats: +7 Con Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +13% physical / +10% mind / +10% darkness Changes damage: +6% darkness / +6% blight Disarm immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Unlightrage the voratun waraxe (39.5-55.3 power, 6 apr)Unlightrage the voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +15 Armour: +13 Fatigue: -12% Damage when hit (Melee): 12 darkness Changes stats: +3 Dex / +4 Wil / +5 Con Changes resistances penetration: +14% physical Changes damage: +18% blight / +15% physical Reduces incoming crit damage: 20.00% Spell save: +9 (+0 eff.) Mana when firing critical spell: +4.00 Damage Shield penetration: +60% One-handed war axes. |
masterforged voratun waraxe (78.5-109.9 power, 18 apr) masterforged voratun waraxe (78.5-109.9 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 78.5 - 109.9 Uses stat: 82% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% On weapon hit: * 35% chance to cause random gloom * 53% chance to disease Damage (Melee): +54 cold / +54 arcane / +16 nature / +79 mind Burst (radius 1) on hit: +28 nature When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Cun / +7 Wil Changes resistances: +9% lightning Changes resistances penetration: +25% nature / +15% blight Changes damage: +18% blight / +26% physical / +26% arcane / +15% lightning Talent granted: +2 Flameshock One-handed war axes. |
masterforged voratun waraxe (92.5-129.5 power, 30 apr) masterforged voratun waraxe (92.5-129.5 power, 30 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 92.5 - 129.5 Uses stat: 89% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +60 Armour Penetration: +30 Crit. chance: +19.0% Attack speed: 132% When this weapon hits: Cripple (10% chance level 2). On weapon hit: * 40% chance to blind Damage Shield penetration (this weapon only): +20% Damage (Melee): +54 insidious poison / +94 darkness / +94 acid / +94 lightning / +12 arcane Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical power: +13 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +2 Mag / +2 Wil / +7 Con Changes resistances: +3% darkness / +3% light Changes resistances penetration: +5% mind / +15% physical Changes damage: +3% light / +43% nature / +49% mind Talent granted: +5 Bone Grab Critical mult.: +15.00% Spell save: +23 (+2 eff.) Disarm immunity: +35% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
reforged Eilinogana (80-112 power, 18 apr) reforged Eilinogana (80-112 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 80.0 - 112.0 Uses stat: 81% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +53 lightning / +15 blight / +21 cold / +53 arcane / +53 temporal Burst (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Changes damage: +6% acid / +25% temporal / +25% cold Disease immunity: +28% One-handed war axes. |
reforged Scaldjeer (83.5-116.9 power, 18 apr) reforged Scaldjeer (83.5-116.9 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 83.5 - 116.9 Uses stat: 82% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Crit. chance: +13.0% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +54 lightning / +62 arcane / +29 cold / +54 mind / +16 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +13 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal / 16 fire Changes stats: +7 Dex / +7 Con Changes resistances: +3% temporal Changes resistances penetration: +15% physical Changes damage: +3% temporal / +26% nature / +26% arcane Disarm immunity: +30% One-handed war axes. |
reforged voratun waraxe 'Kindleoath' (97-135.8 power, 34 apr) reforged voratun waraxe 'Kindleoath' (97-135.8 power, 34 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 97.0 - 135.8 Uses stat: 91% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +66 Armour Penetration: +34 Crit. chance: +20.0% Attack speed: 135% When this weapon hits: Weakness Disease (10% chance level 2). On weapon hit: * Slows global speed by 60% Damage (Melee): +106 darkness / +106 fire / +106 mind When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +22 Physical crit. chance: +11.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 8 light Changes resistances: +9% lightning / +9% darkness / +15% blight / +9% cold / +9% nature Changes resistances penetration: +29% physical / +10% light / +5% mind Changes damage: +48% blight / +27% physical / +6% mind / +48% fire Talent granted: +3 Ruin Spell save: +6 (+0 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking stralite waraxe of corruption (31.5-44.1 power, 5 apr)truestriking stralite waraxe of corruption (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical One-handed war axes. |
voratun waraxe 'Urthyruifang' (56.5-79.1 power, 6 apr) voratun waraxe 'Urthyruifang' (56.5-79.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.5 - 79.1 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +6 Str / +7 Dex / +2 Wil / +2 Con Changes resistances: +9% acid Changes resistances penetration: +15% mind Changes damage: +9% mind / +14% physical Stamina when hit: +2.50 Light radius: +4 One-handed war axes. |
Brandspire BrandspireCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Dex / +11 Con Changes resistances: +13% fire / +3% physical / +15% cold Changes resistances penetration: +30% fire Physical save: +39 (+3 eff.) Mental save: +12 (+2 eff.) Healing mod.: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. ChalahellChalahell Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Changes stats: +3 Dex / +3 Mag Changes resistances: +12% light / +15% darkness Changes damage: +9% mind / +18% arcane Critical mult.: +15.00% Physical save: +15 (+1 eff.) Stamina each turn: +1.00 Hate when firing a critical mind attack: +5.00 Maximum vim: +30.00 Spell crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +50 A belt that goes around your waist. |
Eluwyn the Pitchrain Eluwyn the PitchrainCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +5 (+0 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% * 62% chance to inflict 15% damage reduction Damage when hit (Melee): 20 acid Changes stats: +6 Dex / +6 Wil / +6 Cun Changes resistances: +12% temporal / +9% darkness / +3% fire Changes resistances penetration: +10% acid / +15% fire / +15% darkness Changes damage: +12% fire Critical mult.: +15.00% Mental save: +13 (+2 eff.) Maximum life: +78.00 Mental crit. chance: +15% A belt that goes around your waist. |
Flashwill FlashwillPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 arcane Changes resistances: +15% light Changes resistances penetration: +10% temporal Changes damage: +3% light / +9% arcane Critical mult.: +15.00% Physical save: +14 (+1 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +50.00 Maximum hate: +20.00 Maximum psi: +34.00 Maximum vim: +36.00 Maximum pos.energy: +40.00 Maximum neg.energy: +34.00 Mindpower: +12 (+2 eff.) Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Murkwasp Murkwasp Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +7 Str / +9 Dex / +11 Mag / +7 Wil / +5 Cun / +8 Con Changes damage: +12% nature Mental save: +7 (+1 eff.) Maximum life: +53.00 Light radius: +2 Infravision radius: +3 A belt that goes around your waist. |
Relgivon Relgivon Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Str / +14 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Life regen: +2.40 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum stamina: +20.00 Healing mod.: +22% A belt that goes around your waist. |
Tozor Tozor Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 55% chance to corrode armour by 30% Changes stats: +10 Str / +11 Dex / +5 Mag / +5 Wil / +11 Cun / +5 Con / +10 Lck Changes resistances: +9% acid Changes resistances penetration: +30% acid / +25% blight Grants telepathy: Dragon Reduces incoming crit damage: 27.00% Trap disarming bonus: +30 Stealth bonus: +13 Mental save: +55 (+8 eff.) Maximum hate: +8.00 Mental crit. chance: +12% Infravision radius: +5 A belt that goes around your waist. |
drakeskin leather belt 'Vorethra' =TP All, size +1= drakeskin leather belt 'Vorethra' =TP All, size +1=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +6 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% blight / +12% temporal Changes damage: +6% temporal Grants telepathy: All Physical save: +6 (+0 eff.) Spell save: +19 (+1 eff.) Blindness immunity: +10% Poison immunity: +15% Stun/Freeze immunity: +10% Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary monstrous drakeskin leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +11 Str / +11 Dex / +5 Mag / +5 Wil / +11 Cun / +11 Con / +9 Lck Trap disarming bonus: +18 Stealth bonus: +15 Physical save: +15 (+1 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
monstrous hardened leather belt of burglary monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con / +8 Lck Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +11 (+1 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather belt of mageryspiritwalker's drakeskin leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +12 Mag / +6 Wil Mana each turn: +0.52 Maximum mana: +60.00 Spell crit. chance: +6% A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 13 power out of 28/28) : Effective talent level: 2.0 Power cost: 13 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 315.09 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+3 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 23 power out of 50/50) : Effective talent level: 1.1 Power cost: 23 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour) battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Str / +6 Dex / +10 Con Talent mastery: +0.30 Technique / Combat training Spell save: -30 (-3 eff.) Stamina each turn: +1.50 Mana each turn: -0.53 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. stargazer's woollen robe of power (0 def, 0 armour)stargazer's woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes damage: +11% darkness / +11% light / +11% all Spellpower: +21 (+3 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisuth the Tempestnull (0 def, 5 armour) Lisuth the Tempestnull (0 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: Accuracy: +8 (+2 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Dex / +4 Mag / +4 Wil / +12 Con Changes resistances penetration: +10% lightning Changes damage: +9% blight Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +0.60 It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 12 turns. A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+0 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Spit Blight (costing 5 power out of 50/50) : Effective talent level: 3.0 Power cost: 5 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 521.52 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. invigorating pair of voratun boots of evasion (25 def, 5 armour)invigorating pair of voratun boots of evasion (25 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: -4% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 66 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Malyhell' (0 def, 18 armour) pair of hardened leather boots 'Malyhell' (0 def, 18 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +18 Fatigue: -3% Changes stats: +1 Str / +2 Dex / +2 Wil / +4 Cun / +4 Con Changes resistances: +11% lightning / +11% temporal Critical mult.: +3.00% Physical save: +19 (+2 eff.) Mental save: +18 (+2 eff.) Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +38% A pair of boots made of leather. |
pair of voratun boots 'Skybane' (0 def, 5 armour) pair of voratun boots 'Skybane' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to corrode armour by 30% * 49% chance to daze at end of turn Changes stats: +4 Str / +5 Wil / +10 Con Changes resistances: +9% blight / +21% lightning Changes resistances penetration: +9% physical Changes damage: +12% blight Mental save: +30 (+4 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Mindpower: +12 (+2 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 65 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Willowwither (0 def, 3 armour) Willowwither (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +10 Armour: +3 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 acid Changes stats: +9 Cun / +14 Dex Changes resistances: +9% acid Changes resistances penetration: +5% nature Changes damage: +11% acid / +12% physical Physical save: +12 (+1 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Ce'Nyssra' (17 def, 3 armour) =High regen= drakeskin leather gloves 'Ce'Nyssra' (17 def, 3 armour) =High regen=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal / 12 physical Changes stats: +2 Str / +5 Dex / +6 Cun Life regen: +6.80 Stamina each turn: +1.30 Psi each turn: +0.23 Light radius: +5 Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Jetseam' (0 def, 3 armour) drakeskin leather gloves 'Jetseam' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 mind Damage when hit (Melee): 28 mind / 36 darkness Changes stats: +9 Dex / +6 Mag / +6 Wil / +15 Cun Changes resistances: +12% blight / +10% mind / +10% light / +10% darkness Changes damage: +9% mind Equilibrium when hit: +0.12 Infravision radius: +2 It can be used to activate talent Steady Shot, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of the iron hand (0 def, 22 armour) stone warden's drakeskin leather gloves of the iron hand (0 def, 22 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Armour Hardiness: +14% Changes stats: +5 Str / +5 Wil / +18 Con Changes resistances: +10% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. stone warden's hardened leather gloves (0 def, 15 armour)stone warden's hardened leather gloves (0 def, 15 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +10% Changes stats: +11 Con Changes resistances: +9% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of the starseeker (0 def, 23 armour) stone warden's voratun gauntlets of the starseeker (0 def, 23 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +15% Changes stats: +6 Mag / +6 Cun / +15 Con Changes resistances: +12% physical / +9% light / +10% darkness Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 224.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Brenaredan the voratun helm (0 def, 11 armour) Brenaredan the voratun helm (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +11 Fatigue: +5% Changes stats: +12 Con / +20 Wil Changes resistances: +28% blight / +12% temporal Mental save: +29 (+4 eff.) Maximum stamina: +70.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
This item will automatically be transmogrified when you leave the level. Issintir (15 def, 18 armour)Issintir (15 def, 18 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +12% light / +21% blight Changes resistances penetration: +20% blight Changes damage: +9% acid Physical save: +50 (+4 eff.) Spell save: +50 (+5 eff.) Mental save: +80 (+11 eff.) Blindness immunity: +35% Silence immunity: +40% Stun/Freeze immunity: +25% A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Polevena (3 def, 4 armour) Polevena (3 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +3 Physical power: +2 (+0 eff.) Armour: +4 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight / 8 mind Changes stats: +5 Dex / +5 Mag / +10 Wil / +10 Cun / +8 Con Changes resistances: +20% mind Changes resistances penetration: +10% blight Changes damage: +13% arcane / +18% mind Critical mult.: +6.00% Physical save: +21 (+2 eff.) Mental save: +50 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +0.60 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 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 423 mind damage and feed you 4 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 30% 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... |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
masterforged voratun helm (7 def, 35.5 armour) masterforged voratun helm (7 def, 35.5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +35 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 48% chance to corrode armour by 30% Changes stats: +9 Str Changes resistances: +11% lightning / +11% arcane / +11% mind Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.10 Technique / Forger's endurance Talent granted: +1 Illuminate Reduces incoming crit damage: 20.00% Physical save: +37 (+3 eff.) Mental save: +47 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Only die when reaching: -80.00 life Maximum stamina: +115.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (8 def, 27 armour) masterforged voratun helm (8 def, 27 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +27 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +5 Dex / +10 Wil / +5 Cun Changes resistances: +12% blight / +15% physical / +15% mind / +15% fire Talent mastery: +0.10 Cunning / Survival Talent granted: +2 Phase Door Mental save: +75 (+11 eff.) Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.10 Maximum stamina: +128.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (4 def, 21.5 armour) =Water breathing= masterforged voratun helm (4 def, 21.5 armour) =Water breathing=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: +5% Changes resistances: +11% arcane / +11% temporal / +11% nature / +18% cold Talent mastery: +0.10 Spell / Stone alchemy Talent granted: +2 Track Allows you to breathe in: water Mental save: +40 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +87.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (8 def, 29.5 armour) =Werebeast= masterforged voratun helm (8 def, 29.5 armour) =Werebeast=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +29 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +10 Str / +5 Dex / +5 Cun / +8 Con Changes resistances: +18% temporal / +18% physical / -40% light / +18% nature Talent mastery: +0.10 Cunning / Survival Mental save: +74 (+10 eff.) Blindness immunity: +37% Confusion immunity: +37% Fear immunity: +37% Life regen: +6.70 Stamina each turn: +2.70 Maximum stamina: +156.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (7 def, 24.5 armour) masterforged voratun helm (7 def, 24.5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +24 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +7 Str / +10 Dex / +6 Wil Changes resistances: +11% acid / +15% physical / +11% arcane / +11% cold Talent mastery: +0.10 Technique / Forgeknight combat expertise Talent granted: +2 Phase Door Physical save: +11 (+1 eff.) Mental save: +47 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +100.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (7 def, 24.5 armour) masterforged voratun helm (7 def, 24.5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +24 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +16 Str / +5 Dex / +5 Mag / +11 Wil / +5 Cun / +10 Con Changes resistances: +11% lightning / +11% temporal / +11% arcane Talent mastery: +0.10 Technique / Mobility Talent granted: +4 Phase Door Mental save: +62 (+9 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +100.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Betynn (9 def, 35 armour) reforged Betynn (9 def, 35 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +6 (+0 eff.) Armour: +35 Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +9 Str / +13 Dex / +12 Wil / +5 Cun Changes resistances: +34% blight / +20% nature / +20% light Changes resistances penetration: +10% physical Grants telepathy: Humanoid/Orc Talent mastery: +0.10 Cunning / Dirty fighting Talent granted: +5 Track Critical mult.: +15.00% Spell save: +9 (+0 eff.) Mental save: +93 (+13 eff.) Blindness immunity: +41% Confusion immunity: +41% Fear immunity: +41% Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -40.00 life Maximum stamina: +183.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Lelurek the Lavascar (9 def, 31 armour) reforged Lelurek the Lavascar (9 def, 31 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +31 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +19 Con / +17 Lck Changes resistances: +18% acid / +24% fire / +25% mind / +18% light Changes resistances penetration: +10% fire Grants telepathy: Dragon All Talent mastery: +0.10 Technique / Bloodthirst Talent granted: +5 Skullcracker Critical mult.: +6.00% Mental save: +104 (+15 eff.) Blindness immunity: +37% Confusion immunity: +87% Fear immunity: +37% Stamina each turn: +2.70 Maximum life: +20.00 Maximum stamina: +156.00 Maximum hate: +4.00 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. |
reforged The Black Crown (4 def, 27.5 armour) reforged The Black Crown (4 def, 27.5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +27 Defense: +4 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Mag / +15 Wil / +5 Cun / +15 Con Changes resistances: +11% lightning / +11% light / +20% blight / +11% mind / +20% darkness Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact +0.10 Technique / Forger's endurance Mental save: +40 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +87.00 Shadow Power: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Yaldan Baoth (6 def, 25 armour) reforged Yaldan Baoth (6 def, 25 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +25 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +5 Str / +5 Dex / +5 Mag / +15 Wil / +5 Cun / +12 Con Changes resistances: +11% temporal / +10% light / +11% cold / +11% physical / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Talent mastery: +0.10 Technique / Combat training Talent granted: +1 Healing Light Mental save: +46 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +98.00 Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. Galelore the voratun mail armour (5 def, 19 armour)Galelore the voratun mail armour (5 def, 19 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Cun / +9 Wil Changes resistances: +22% lightning / +3% temporal / +21% darkness / +13% fire / +13% acid / +13% physical / +6% blight / +18% cold / +10% mind Changes resistances penetration: +35% light / +5% mind Changes damage: +18% lightning Mental save: +49 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened steel mail armour of resilience (2 def, 13 armour)hardened steel mail armour of resilience (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +8% acid / +9% physical / +9% cold / +9% lightning / +9% fire Maximum life: +36.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable stralite mail armour of lightning resistance (4 def, 21 armour)impenetrable stralite mail armour of lightning resistance (4 def, 21 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +27% lightning A suit of armour made of mail. |
reforged Aeraba the Ravencrypt (12 def, 35 armour) reforged Aeraba the Ravencrypt (12 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +35 Defense: +12 (+3 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +17 Wil / +17 Cun / +7 Con Changes resistances: +15% acid / +11% temporal / +38% cold / +6% nature / +11% arcane Talent cooldown: Track (-2 turns) Talents granted: +1 Power Catalyst: Magic +4 Frozen Ground Physical save: +46 (+4 eff.) Mental save: +40 (+6 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +420.00 Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Carrionbrawn (5 def, 8 armour)Carrionbrawn (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 21 acid / 22 fire / 10 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 16 acid / 15 fire / 20 physical Changes resistances: +39% acid / +27% temporal / +28% darkness / +9% blight / +30% fire / +6% nature Changes resistances penetration: +20% arcane Spell save: +9 (+0 eff.) Blindness immunity: +20% Poison immunity: +25% Teleport immunity: +20% Mana each turn: +0.08 Mana when firing critical spell: +1.00 Defense after a teleport: +29 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 12 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour of the hero (5 def, 8 armour)enlightening drakeskin leather armour of the hero (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +9 Mag / +17 Wil / +16 Cun Mental save: +25 (+3 eff.) Maximum life: +70.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of acid resistance (3 def, 6 armour)enlightening hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Changes resistances: +24% acid Mental save: +19 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of natural resilience (14 def, 8 armour)marauder's drakeskin leather armour of natural resilience (14 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex Changes resistances: +20% nature / +20% blight Reduced damage from: +15% Unnatural Physical save: +20 (+2 eff.) A suit of armour made of leather. |
masterforged fortifying voratun plate armour of acid resistance (18 def, 54 armour) masterforged fortifying voratun plate armour of acid resistance (18 def, 54 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +54 Defense: +18 (+4 eff.) Fatigue: +26% Changes stats: +7 Str / +6 Con Changes resistances: +45% acid / +17% nature / +17% light Talent cooldown: Searing Assault (-1 turn) Talents granted: +2 Shock Hands +1 Power Catalyst: Magic Physical save: +67 (+7 eff.) Cut immunity: +34% Pinning immunity: +34% Stun/Freeze immunity: +34% Life regen: +7.20 Maximum life: +601.00 A suit of armour made of metal plates. |
masterforged voratun plate armour (13.5 def, 55.5 armour) masterforged voratun plate armour (13.5 def, 55.5 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +55 Defense: +13 (+3 eff.) Fatigue: +26% Changes stats: +5 Str / +10 Dex / +5 Mag / +14 Wil / +14 Cun / +5 Con Changes resistances: +11% fire / +11% arcane / +11% mind Changes resistances penetration: +15% physical Talent cooldown: Heroic Spin (-1 turn) Talents granted: +2 Waters of Life +1 Power Catalyst: Mind Physical save: +60 (+6 eff.) Mental save: +25 (+3 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +310.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant stralite plate armour of natural resilience (7 def, 13 armour)radiant stralite plate armour of natural resilience (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 light Changes stats: +5 Wil Changes resistances: +44% blight / +18% nature / +26% darkness Reduced damage from: +13% Unnatural Light radius: +2 A suit of armour made of metal plates. |
reforged voratun plate armour 'Sunenvy' (16 def, 47.5 armour) reforged voratun plate armour 'Sunenvy' (16 def, 47.5 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +47 Defense: +16 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Damage (Melee): 18 acid / 19 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +7 Str / +7 Con Changes resistances: +30% acid / +9% light / +11% blight / +57% fire / +11% darkness / +11% cold Changes resistances penetration: +10% light Changes damage: +3% light / +18% mind / +9% arcane Talent cooldown: Heave (-2 turns) Talents granted: +3 Repulsion Field +1 Power Catalyst: Magic Physical save: +47 (+4 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +429.00 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 (+3 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 dwarven-steel shield (8 def, 2 armour, 86.5 block)cosmic dwarven-steel shield (8 def, 2 armour, 86.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +8% light / +10% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of reflection (12 def, 12 armour, 295 block)impervious voratun shield of reflection (12 def, 12 armour, 295 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +20% light / +20% darkness Talent granted: +5 Block Physical save: +14 (+1 eff.) Handheld deflection devices. |
masterforged voratun shield (22 def, 25 armour, 247 block) masterforged voratun shield (22 def, 25 armour, 247 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +25 Defense: +22 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +48% lightning / +18% temporal / +33% light / +13% darkness Talent cooldown: Evasion (-2 turns) Talents granted: +5 Barrier +5 Block Spell save: +74 (+7 eff.) Disarm immunity: +37% Knockback immunity: +37% Handheld deflection devices. |
masterforged voratun shield (24 def, 39.5 armour, 358.5 block) masterforged voratun shield (24 def, 39.5 armour, 358.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +39 Defense: +24 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +6 Mag / +14 Con Changes resistances: +18% blight / +18% physical / +20% light / +18% cold Talent cooldown: Unstoppable (-5 turns) Talents granted: +4 Phantasmal Shield +5 Block Physical save: +12 (+1 eff.) Spell save: +77 (+7 eff.) Disarm immunity: +37% Knockback immunity: +37% Handheld deflection devices. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 42% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
6 agate 6 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. |
1498 alchemist agate 1498 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. |
22 onyx 22 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. |
14 aquamarine 14 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. |
18 lapis lazuli 18 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 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. |
39 sapphire 39 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 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. |
25 topaz 25 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 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. |
Beudunathel the Brandpunish (dig speed 10 turns) Beudunathel the Brandpunish (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 41 arcane resource burn Damage when hit (Melee): 20 darkness / 20 fire Changes stats: +17 Cun / +3 Str Changes resistances: +24% fire / +10% arcane / +18% nature Changes resistances penetration: +30% fire Grants telepathy: Dragon Spell save: +60 (+6 eff.) Maximum life: +40.00 Maximum stamina: +29.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gada (dig speed 6 turns) Gada (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str Changes resistances: +9% acid / +9% darkness / +8% fire / +12% lightning / +3% cold Changes resistances penetration: +21% physical Spell save: +39 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Nimbusbore (dig speed 22 turns)Nimbusbore (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 40 arcane resource burn * 60% chance to daze at end of turn Changes stats: +3 Str Changes resistances: +9% acid / +21% temporal / +21% light / +15% cold / +12% fire / +23% nature / +36% lightning Changes resistances penetration: +20% lightning Changes damage: +10% nature Spell save: +40 (+3 eff.) Light radius: +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 'Sootwake' (dig speed 11 turns) dwarven-steel pickaxe 'Sootwake' (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +11 (+1 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +3 Dex Changes resistances: +3% darkness / +3% lightning Changes damage: +9% darkness Critical mult.: +11.00% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe (dig speed 24 turns)voratun pickaxe (dig speed 24 turns) 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blacknaught' (dig speed 21 turns) voratun pickaxe 'Blacknaught' (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 75% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness / 20 mind Changes stats: +8 Str / +5 Dex / +5 Wil / +5 Con Changes resistances penetration: +30% mind Changes damage: +9% darkness / +9% mind Reduces incoming crit damage: 25.00% Mental save: +60 (+8 eff.) Psi when hit: +0.16 Maximum hate: +10.00 Mindpower: +16 (+3 eff.) Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
18 emerald 18 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. |
42 jade 42 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. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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. |
36 turquoise 36 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. |
Dazzlespawn the alchemist's lamp Dazzlespawn the alchemist's lampInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +3% light Changes resistances penetration: +10% blight Critical mult.: +26.00% Physical save: +6 (+0 eff.) Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 5 power out of 15/15) : Effective talent level: 3.0 Power cost: 5 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 469.95 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
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 12 power out of 25/25) : Effective talent level: 2.0 Power cost: 12 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 364.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 364.16 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. |
dwarven lantern 'Ce'Netta' dwarven lantern 'Ce'Netta'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Wil Changes resistances: +18% cold / +6% mind / +9% arcane Changes resistances penetration: +25% mind Changes damage: +9% mind Physical save: +12 (+1 eff.) Mental save: +27 (+4 eff.) Confusion immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +15% Mental crit. chance: +6% Light radius: +4 See stealth: +25 See invisible: +23 Heals friendly targets nearby when you use a nature summon: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Dazzlewend' dwarven lantern 'Dazzlewend'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour by 30% * 49% chance to inflict 15% damage reduction * 49% chance to blind Damage when hit (Melee): 12 acid Changes resistances: +15% mind / +12% acid Changes resistances penetration: +20% acid / +15% darkness Changes damage: +12% acid / +27% light Mental save: +12 (+2 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
65 bloodstone 65 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. |
75 fire opal 75 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. |
22 garnet 22 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. |
40 ruby 40 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 (4/4) Rod of Recall (4/4)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 91 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. |
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. |
This item will automatically be transmogrified when you leave the level. hateful pouch of stralite shots of amnesia (25/25, 42.5-51 power, 5 apr)hateful pouch of stralite shots of amnesia (25/25, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 25 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +25 darkness Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
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 32 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. |
This item will automatically be transmogrified when you leave the level. Lightbearer of charged psionic shield [power 151] (7 cooldown)Lightbearer of charged psionic shield [power 151] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 15% chance to blind Damage when hit (Melee): 12 acid / 20 mind Changes resistances: +6% lightning / +6% temporal / +9% light / +3% fire / +6% acid / +6% blight / +15% cold / +6% mind / +9% darkness Maximum wards: +6 physical / +10 mind / +10 darkness Changes resistances penetration: +5% acid / +5% mind / +10% light Changes damage: +6% acid / +3% light Talent granted: +2 Ward Light radius: +2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 151 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. voratun torque of mindblast 'Corpsestinger' [power 385] (3 cooldown)voratun torque of mindblast 'Corpsestinger' [power 385] (3 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% lightning / +12% temporal / +6% light / +12% blight / +10% arcane / +12% mind Changes resistances penetration: +40% darkness Changes damage: +6% nature Grants telepathy: All Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Critical mult.: +20.00% Spell save: +3 (+0 eff.) Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +70 It can be used to fire a blast of psionic energies in a range 12 beam dealing 223.30 to 446.60 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
Glitterbringer the dragonbone totem of healing [power 247] (9 cooldown) Glitterbringer the dragonbone totem of healing [power 247] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +5% mind Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle Maximum psi: +20.00 Mental crit. chance: +1% Light radius: +2 It can be used to heal a target within range 12 (based on Willpower) for 247, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 187] (9 cooldown) dragonbone totem of healing [power 187] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 12 (based on Willpower) for 187, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of healing [power 160] (9 cooldown) natural yew totem of healing [power 160] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 12 (based on Willpower) for 160, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
19 amethyst 19 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. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 593.68 temporal and 590.06 darkness damage (based on Magic), costing 9 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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. |
54 diamond 54 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. |
81 moonstone 81 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 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 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. |
71 pearl 71 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. |
15 quartz 15 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. |
49 amber 49 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. |
11 ametrine 11 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. |
9 citrine 9 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. |
16 zircon 16 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.
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Wulf the Dwarf Adventurer level 113
9th Shortage 123rd year of Ascendancy at 03:11 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Wulf the Dwarf Adventurer level 35
6th Shortage 122nd year of Ascendancy at 23:17 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wulf the Dwarf Adventurer level 17
16th Profit 122nd year of Ascendancy at 02:10 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Wulf the Dwarf Adventurer level 35
5th Shortage 122nd year of Ascendancy at 09:40 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Wulf the Dwarf Adventurer level 45
24th Shortage 122nd year of Ascendancy at 20:35 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Wulf the Dwarf Adventurer level 38
17th Shortage 122nd year of Ascendancy at 20:39 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Wulf the Dwarf Adventurer level 50
28th Wealth 123rd year of Ascendancy at 13:45 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Wulf the Dwarf Adventurer level 50
34th Profit 123rd year of Ascendancy at 13:38 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Wulf the Dwarf Adventurer level 38
14th Shortage 122nd year of Ascendancy at 07:11 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Wulf the Dwarf Adventurer level 31
27th Loss 122nd year of Ascendancy at 09:24 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Wulf the Dwarf Adventurer level 6
24th Voratun 122nd year of Ascendancy at 20:08 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Wulf the Dwarf Adventurer level 49
20th Iron 123rd year of Ascendancy at 12:40 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Wulf the Dwarf Adventurer level 50
18th Dearth 123rd year of Ascendancy at 21:50 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Wulf the Dwarf Adventurer level 37
11st Shortage 122nd year of Ascendancy at 19:26 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Wulf the Dwarf Adventurer level 30
20th Loss 122nd year of Ascendancy at 14:08 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Wulf the Dwarf Adventurer level 70
11st Loss 123rd year of Ascendancy at 02:26 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Wulf the Dwarf Adventurer level 50
38th Dearth 123rd year of Ascendancy at 22:48 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Wulf the Dwarf Adventurer level 23
17th Dearth 122nd year of Ascendancy at 01:02 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wulf the Dwarf Adventurer level 19
45th Profit 122nd year of Ascendancy at 04:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Wulf the Dwarf Adventurer level 79
17th Loss 123rd year of Ascendancy at 17:31 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Wulf the Dwarf Adventurer level 50
27th Dearth 123rd year of Ascendancy at 14:58 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Wulf the Dwarf Adventurer level 50
6th Steel 123rd year of Ascendancy at 14:27 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Wulf the Dwarf Adventurer level 36
10th Shortage 122nd year of Ascendancy at 02:11 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wulf the Dwarf Adventurer level 17
16th Profit 122nd year of Ascendancy at 01:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Wulf the Dwarf Adventurer level 40
17th Shortage 122nd year of Ascendancy at 21:28 see stats
Infinite x100 (Insane (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Wulf the Dwarf Adventurer level 97
28th Loss 123rd year of Ascendancy at 22:10 see stats
Infinite x80 (Insane (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Wulf the Dwarf Adventurer level 64
8th Loss 123rd year of Ascendancy at 05:47 see stats
Infinite x90 (Insane (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Wulf the Dwarf Adventurer level 77
16th Loss 123rd year of Ascendancy at 11:36 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Wulf the Dwarf Adventurer level 51
1st Loss 123rd year of Ascendancy at 13:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Wulf the Dwarf Adventurer level 10
2nd Profit 122nd year of Ascendancy at 08:16 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Wulf the Dwarf Adventurer level 20
45th Profit 122nd year of Ascendancy at 04:55 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Wulf the Dwarf Adventurer level 30
19th Loss 122nd year of Ascendancy at 17:48 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Wulf the Dwarf Adventurer level 40
17th Shortage 122nd year of Ascendancy at 21:00 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Wulf the Dwarf Adventurer level 50
21st Iron 123rd year of Ascendancy at 03:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Wulf the Dwarf Adventurer level 50
27th Dearth 123rd year of Ascendancy at 02:56 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Wulf the Dwarf Adventurer level 60
5th Loss 123rd year of Ascendancy at 22:38 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Wulf the Dwarf Adventurer level 46
7th Iron 123rd year of Ascendancy at 17:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Wulf the Dwarf Adventurer level 23
19th Wealth 122nd year of Ascendancy at 17:37 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Wulf the Dwarf Adventurer level 26
24th Dearth 122nd year of Ascendancy at 08:08 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Wulf the Dwarf Adventurer level 31
1st Shortage 122nd year of Ascendancy at 05:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Wulf the Dwarf Adventurer level 14
12nd Profit 122nd year of Ascendancy at 02:52 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Wulf the Dwarf Adventurer level 37
11st Shortage 122nd year of Ascendancy at 21:13 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Wulf the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 06:16 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Wulf the Dwarf Adventurer level 50
38th Dearth 123rd year of Ascendancy at 22:47 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Wulf the Dwarf Adventurer level 17
16th Profit 122nd year of Ascendancy at 02:10 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By Wulf the Dwarf Adventurer level 50
36th Dearth 123rd year of Ascendancy at 01:22 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Wulf the Dwarf Adventurer level 50
38th Dearth 123rd year of Ascendancy at 22:48 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Wulf the Dwarf Adventurer level 50
21st Iron 123rd year of Ascendancy at 04:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Wulf the Dwarf Adventurer level 17
19th Profit 122nd year of Ascendancy at 04:33 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Wulf the Dwarf Adventurer level 50
3rd Gold 123rd year of Ascendancy at 07:41 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Wulf the Dwarf Adventurer level 22
3rd Wealth 122nd year of Ascendancy at 06:29 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Wulf the Dwarf Adventurer level 14
13rd Profit 122nd year of Ascendancy at 00:41 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Wulf the Dwarf Adventurer level 34
5th Shortage 122nd year of Ascendancy at 00:13 see stats
Log
Talent Earth's Eyes is ready to use.
Wulf uses Earth's Eyes.
Talent Earth's Eyes is ready to use.
Wulf uses Earth's Eyes.
Talent Infusion: Regeneration is ready to use.
Wulf stops regenerating health quickly.
Wulf uses Infusion: Regeneration.
Wulf starts regenerating health quickly.
There is a way to the next level here (press '' or right click to use).
Ran for 117 turns (stop reason: at exit).
Wulf deactivates Mitosis.
Wulf deactivates Lacerating Strikes.
Wulf deactivates Arcane Power.
Wulf deactivates Weapon Folding.
Wulf deactivates Arcane Feed.
Wulf deactivates Inner Power.
Wulf deactivates Lucid Dreamer.
Wulf stops regenerating health quickly.
Wulf deactivates Exploit Weakness.
Wulf deactivates Elemental Harmony.
Wulf deactivates Forge Shield.
Wulf deactivates Second Life.
Wulf deactivates Wild Growth.
Wulf deactivates Daunting Presence.
Wulf deactivates Beyond the Flesh.
Wulf deactivates Augmentation.
Wulf deactivates Searing Sight.
Wulf deactivates Arcane Combat.
Wulf deactivates Stone Skin.
