Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 44 / 29% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 38) |
Dexterity | 14 (base 7) |
Constitution | 39 (base 21) |
Magic | 19 (base 10) |
Willpower | 132.02041161202 (base 66) |
Cunning | 112 (base 65) |
Resources
Life | 1008/1008 |
Stamina | 561/570 |
Equilibrium | 76 |
Healing Factor | 1.2081339712919 |
Regeneration | 2.7183014354068 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 63.673184140598 |
See Invisible | 63.673184140598 |
Offense: Mainhand
Damage | 187 |
Accuracy | 64 |
Crit Chance | 46% |
APR | 89 |
Speed | 1.00 |
Offense: Offhand
Damage | 176 |
Accuracy | 64 |
Crit Chance | 46% |
APR | 91 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.75 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Nature | +65% |
Fire | +15% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Acid | +10% |
Cold | +20% |
Mind | +20% |
Nature | +60% |
Defense: Base
Armour (hardiness) | 57.36174050493 (81.694915254237%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 29 |
Physical Save | 51 |
Spell Save | 61 |
Mental Save | 78 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 69%( 80%) |
Arcane | + 28%( 70%) |
Cold | + 36%( 70%) |
All | + 13%( 70%) |
Lightning | + 22%( 70%) |
Darkness | + 20%( 70%) |
Physical | + 21%( 70%) |
Fire | + 21%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 76% |
Confusion Resistance | 25% |
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 561 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 5 for 10 turns. While Heroism is active, you will only die when reaching -323 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. |
Class Talents
Wild-gift / Moss | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 2/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Psiblades |
talent | Wild Growth |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lone alchemist from death by gwelgoroth. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost anorithil from death by snow giant. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Cunning by +2. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 847. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. * You've found the needed vampire lord fang. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Betedabrerin (0 def, 7 armour) Betedabrerin (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +7 Fatigue: +3% Changes stats: +5 Cun / +2 Wil Changes resistances penetration: +20% mind Stamina each turn: +0.70 Maximum life: +40.00 Maximum stamina: +36.00 A pair of boots made of leather. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Cun / +12 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | corrosive hardened leather gloves of the iron hand (0 def, 2 armour) corrosive hardened leather gloves of the iron hand (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Changes stats: +2 Str / +3 Wil / +3 Con Changes resistances: +7% acid Changes damage: +6% acid Talent mastery: +0.20 Technique / Grappling Disarm immunity: +24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 8 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 9 power out of 8/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | gold ring 'Lisulemina' gold ring 'Lisulemina'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +5 Con Changes resistances: +8% nature / +9% blight Changes damage: +9% acid Poison immunity: +18% Disease immunity: +19% Infravision radius: +3 Rings can have magical properties. |
On fingers | solipsist's stralite ring of pilfering solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +11 Defense: +11 (+5 eff.) Changes stats: +4 Cun / +5 Wil Mindpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Sulfurwing the gold amulet Sulfurwing the gold amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +27% nature / +15% blight Changes resistances penetration: +25% nature Changes damage: +12% fire Poison immunity: +23% Disease immunity: +24% Amulets can have magical properties. |
In main hand | Eyal's Will (22-24.2 power, 78 apr, nature damage) Eyal's Will (22-24.2 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 114% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +34 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 112.75 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | Ganor the Murkspar Ganor the MurksparInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +9% darkness Changes resistances penetration: +25% darkness Changes damage: +15% nature Physical save: +11 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
In off hand | The Snot-star (18-19.8 power, 80 apr, nature damage) The Snot-star (18-19.8 power, 80 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. The natural wyrm seeks an element. Base power: 18.0 - 19.8 Uses stats: 97% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +80 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Effects on melee hit: * 10 arcane resource burn * 35% chance to daze at end of turn Damage when hit (Melee): 20 ice / 8 physical / 10 lightning / 9 fire / 10 acid / 7 cold Changes resistances: +11% lightning / +10% physical / +16% blight / +27% cold / +9% acid / +10% fire Changes resistances penetration: +20% cold Changes damage: +20% cold / +10% nature / +3% fire Spell save: +3 (+1 eff.) Blindness immunity: +0% Disease immunity: +25% Confusion immunity: +15% Stun/Freeze immunity: +10% Life regen: +2.00 Maximum life: +41.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | marshal's elven-silk cloak of the guardian (14 def, 8 armour) marshal's elven-silk cloak of the guardian (14 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+6 eff.) Changes stats: +2 Str / +4 Con Physical save: +28 (+9 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+3 eff.) Maximum life: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening stralite plate armour of command (19 def, 19 armour) enlightening stralite plate armour of command (19 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +19 (+8 eff.) Fatigue: +26% Changes stats: +9 Cun / +6 Wil Mental save: +35 (+7 eff.) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 53)healing infusion (heal 53) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 53 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. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 63)healing infusion (heal 63) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+6 for 12 turns, die at -561)heroism infusion (+6 for 12 turns, die at -561) 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 6 for 12 turns. While Heroism is active, you will only die when reaching -561 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (434% speed; 8 turns)movement infusion (434% speed; 8 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 434% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 237 over 5 turns)regeneration infusion (heal 237 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure physical) wild infusion (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 15%; cure magical) wild infusion of the duelist (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 34%; cure magical, physical) wild infusion of the sneak (resist 34%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 33%; cure mental) wild infusion of the sneak (resist 33%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 27%; cure physical) wild infusion of the wizard (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of the Fox Elixir of the FoxInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
This item will automatically be transmogrified when you leave the level. acid wave rune (134 acid damage; disarm 5 turns with power 22)acid wave rune (134 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 133.75 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (121 acid damage; disarm 5 turns with power 21)acid wave rune (121 acid damage; disarm 5 turns with power 21) 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 121.25 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 11; power 32; dur 6)phase door rune (range 11; power 32; dur 6) 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 28; dur 5)phase door rune (range 10; power 28; dur 5) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 12; dur 20; see undead)vision rune (radius 12; dur 20; see undead) 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 19) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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 (+6 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 192.94 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. |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of manastreamingenraging voratun amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Mag Changes damage: +7% physical Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +22.00 Combat speed: +10% Amulets can have magical properties. |
grounding stralite amulet of mastery (0.32 Wild-gift / Slime) grounding stralite amulet of mastery (0.32 Wild-gift / Slime)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +23% lightning Talent mastery: +0.32 Wild-gift / Slime Stun/Freeze immunity: +38% Amulets can have magical properties. |
starlit gold amulet of healing starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% light / +18% darkness Blindness immunity: +21% Cut immunity: +50% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 397 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit gold amulet of strength (+4) starlit gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +15% light / +15% darkness Blindness immunity: +26% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. vitalizing stralite amulet of visionvitalizing stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +9 (+3 eff.) Blindness immunity: +16% Life regen: +2.60 Maximum life: +48.00 Infravision radius: +6 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +6 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 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. |
Fulamasin FulamasinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Dex / +1 Con Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic stralite dagger of crippling (26.5-34.45 power, 9 apr)caustic stralite dagger of crippling (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 12% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +7% acid Life regen: +1.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun dagger of amnesia (36.5-47.45 power, 9 apr)insidious voratun dagger of amnesia (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +24 insidious poison When wielded/worn: Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of crippling (37.5-48.75 power, 9 apr)quick voratun dagger of crippling (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +9.0% Changes stats: +4 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatmaul of daylight (55.5-83.25 power, 3 apr)thunderous stralite greatmaul of daylight (55.5-83.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27% chance to daze at end of turn Damage (Melee): +14 light Damage against: +24% Undead When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatmaul of ruin (70-105 power, 4 apr)warbringer's voratun greatmaul of ruin (70-105 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Physical power: +19 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Critical mult.: +23.00% Disarm immunity: +14% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatmaul of vileness (67-100.5 power, 4 apr)warbringer's voratun greatmaul of vileness (67-100.5 power, 4 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: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to disease Damage (Melee): +9 blight When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +9 Con Changes resistances penetration: +10% physical Disarm immunity: +28% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatsword of massacre (78.5-125.6 power, 4 apr)blazebringer's voratun greatsword of massacre (78.5-125.6 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +4% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of dampening (62.5-100 power, 4 apr)caustic voratun greatsword of dampening (62.5-100 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to corrode armour by 30% When wielded/worn: Changes resistances: +10% acid / +17% fire / +21% lightning / +21% cold Changes resistances penetration: +10% acid Spell save: +14 (+4 eff.) Life regen: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elemental voratun greatsword of corruption (62-99.2 power, 4 apr)elemental voratun greatsword of corruption (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +14% acid / +13% fire / +24% lightning / +16% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword of crippling (65.5-104.8 power, 4 apr)truestriking voratun greatsword of crippling (65.5-104.8 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: 65.5 - 104.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+8 eff.) Armour penetration: +14 Physical crit. chance: +14.0% Changes resistances penetration: +14% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. The Black Spike (48-67.2 power, 20 apr)The Black Spike (48-67.2 power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level. truestriking voratun longsword of rage (44.5-62.3 power, 6 apr)truestriking voratun longsword of rage (44.5-62.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+10 eff.) Armour penetration: +9 Changes stats: +4 Str Changes resistances penetration: +10% physical Changes damage: +10% physical Stamina when hit: +2.50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking stralite mace of crippling (34-47.6 power, 5 apr)truestriking stralite mace of crippling (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical 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: +10 (+5 eff.) Armour penetration: +10 Physical crit. chance: +6.0% Changes resistances penetration: +9% physical Blunt and deadly. |
creative living mindstar of persecution (17.5-19.25 power, 40 apr, nature damage) creative living mindstar of persecution (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +7% Unnatural When wielded/worn: Changes stats: +5 Cun Critical mult.: +12.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious living mindstar of venom (17.5-19.25 power, 40 apr, mind damage) harmonious living mindstar of venom (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +8% acid / +8% nature Changes resistances penetration: +20% acid / +3% nature Changes damage: +12% acid / +4% nature Talent mastery: +0.10 Wild-gift / Harmony Blindness immunity: +0% Stun/Freeze immunity: +0% Life regen: +2.00 Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of the jelly (16.5-18.15 power, 40 apr, nature damage)horrifying living mindstar of the jelly (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 7 darkness Changes damage: +7% acid / +6% mind / +6% darkness Equilibrium when hit: +1.60 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. inquisitor's pulsing mindstar of clarity (13-14.3 power, 32 apr, mind damage)inquisitor's pulsing mindstar of clarity (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 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% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Spell save: +2 (+1 eff.) Mental save: +4 (+1 eff.) Maximum psi: +23.00 Mindpower: +8 (+2 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. living mindstar 'Torchnoon' (16.5-18.15 power, 40 apr, mind damage)living mindstar 'Torchnoon' (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes resistances: +3% fire / +3% nature / +6% temporal Changes resistances penetration: +12% mind / +12% darkness Changes damage: +8% acid / +25% mind / +17% darkness / +3% nature Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +5.00 Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +19% Life leech: +11% 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 thorny mindstar of venom (9.5-10.45 power, 24 apr, nature damage)mitotic thorny mindstar of venom (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * 8% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +9% acid Changes resistances penetration: +9% acid Changes damage: +11% acid Life regen: +0.80 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
nature's living mindstar of the jelly (16.5-18.15 power, 40 apr, nature damage) nature's living mindstar of the jelly (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +6% acid / +6% nature Disease immunity: +19% Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of storms (14-15.4 power, 32 apr, nature damage) nature's pulsing mindstar of storms (14-15.4 power, 32 apr, nature 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 lightning should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +14% lightning / +5% blight Changes resistances penetration: +5% lightning Changes damage: +11% lightning / +2% nature Disease immunity: +16% Mindpower: +8 (+2 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. resonating living mindstar (16-17.6 power, 40 apr, nature damage)resonating living mindstar (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% mind Changes resistances penetration: +7% mind Changes damage: +8% mind Psi when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% 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. wyrm's living mindstar of life (16-17.6 power, 40 apr, mind damage)wyrm's living mindstar of life (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning / 9 physical / 7 fire / 5 acid / 5 cold Changes resistances: +7% lightning / +5% physical / +6% cold / +6% fire / +2% acid Life regen: +1.20 Maximum life: +33.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. reinforced leather sling of recursionreinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+4 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level. greater elven-wood magestaff of might (25-30 power, 5 apr, lightning element)greater elven-wood magestaff of might (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Spellpower: +17 (+2 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. coruscating voratun steamsaw of rage (40-60 power, 25 apr)coruscating voratun steamsaw of rage (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str 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: +109 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 39 fire Changes stats: +9 Str Changes resistances: +15% fire Changes damage: +9% physical Talent granted: +3 Block Stamina when hit: +2.10 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. plaguebringer's voratun steamsaw of amnesia (39.5-59.25 power, 25 apr)plaguebringer's voratun steamsaw of amnesia (39.5-59.25 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: 39.5 - 59.3 Uses stat: 100% Str 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: +96 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +11 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Talent granted: +3 Block Disease immunity: +22% 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. chilling voratun waraxe of corruption (40.5-56.7 power, 6 apr)chilling voratun waraxe of corruption (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +17 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. skylord's drakeskin leather belt of recklessnessskylord's drakeskin leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str / +2 Dex / +4 Wil / +5 Cun Critical mult.: +9.00% Physical save: +17 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+3 eff.) A belt that goes around your waist. |
battlemaster's cashmere cloak of backstabbing (2 def, 0 armour) battlemaster's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Dex / +3 Con Talent mastery: +0.20 Technique / Combat training Critical mult.: +12.00% Stealth bonus: +7 Spell save: -16 (-4 eff.) Stamina each turn: +0.60 Mana each turn: -0.19 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. spellcowled elven-silk cloak of fog (9 def, 0 armour)spellcowled elven-silk cloak of fog (9 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +19% light / +12% fire Stealth bonus: +11 Spell save: +9 (+3 eff.) Maximum mana: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Requires: - Level 25 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. Boots of the Hunter (2 def, 12 armour)Boots of the Hunter (2 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
This item will automatically be transmogrified when you leave the level. Salytira (0 def, 5 armour)Salytira (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Mag / +3 Wil Changes resistances penetration: +15% blight / +14% physical Changes damage: +6% blight Critical mult.: +25.00% Spell save: +18 (+5 eff.) A pair of boots made of leather. |
blood-soaked pair of hardened leather boots of massiveness (0 def, 3 armour) blood-soaked pair of hardened leather boots of massiveness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +4 Con Changes damage: +8% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of tirelessness (0 def, 5 armour)eldritch pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +3 Wil Stamina each turn: +0.90 Mana each turn: +0.55 Maximum mana: +38.00 Maximum stamina: +13.00 Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. reinforced pair of voratun boots (0 def, 13 armour)reinforced pair of voratun boots (0 def, 13 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes resistances: +5% acid / +13% fire / +10% lightning / +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. alchemist's hardened leather gloves (0 def, 2 armour)alchemist's hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 6 fire / 5 cold / 6 lightning Changes stats: +2 Mag / +3 Wil Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm 'Camydar' (0 def, 4 armour) dwarven-steel helm 'Camydar' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +7 Str / +4 Wil / +2 Con Changes resistances penetration: +25% temporal Changes damage: +12% temporal Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of constitution (+4) (0 def, 6 armour) miner's dwarven-steel helm of constitution (+4) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Con Infravision radius: +2 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. prismatic drakeskin leather cap of the bounder (0 def, 5 armour)prismatic drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Dex Changes resistances: +16% light / +15% darkness A cap made of leather. |
enlightening voratun mail armour of Eyal (5 def, 10 armour) enlightening voratun mail armour of Eyal (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes stats: +6 Cun / +6 Wil Mental save: +18 (+4 eff.) Life regen: +1.70 Maximum life: +79.00 Healing mod.: +19% A suit of armour made of mail. |
fortifying stralite mail armour of lightning resistance (4 def, 8 armour) fortifying stralite mail armour of lightning resistance (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +5 Con Changes resistances: +19% lightning Maximum life: +50.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of implacability (5 def, 17 armour)fortifying voratun mail armour of implacability (5 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Con Physical save: +8 (+2 eff.) Maximum life: +69.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour (5 def, 18 armour)hardened voratun mail armour (5 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+3 eff.) Fatigue: +16% Changes resistances: +9% acid / +7% physical / +12% cold / +9% lightning / +9% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of implacability (4 def, 14 armour)stralite mail armour of implacability (4 def, 14 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +10% Physical save: +9 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of lightning resistance (5 def, 8 armour)cleansing drakeskin leather armour of lightning resistance (5 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: +5 (+3 eff.) Fatigue: +8% Changes resistances: +17% blight / +17% nature / +19% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of cold resistance (10 def, 8 armour)marauder's drakeskin leather armour of cold resistance (10 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +4 Str / +10 Dex Changes resistances: +23% cold Physical save: +16 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour of Toknor (5 def, 8 armour)multi-hued drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +10% acid / +8% physical / +9% cold / +14% lightning / +11% fire Critical mult.: +17.00% Mindpower: +10 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble drakeskin leather armour of lightning resistance (21 def, 8 armour)nimble drakeskin leather armour of lightning resistance (21 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+8 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +3 Dex Changes resistances: +20% lightning Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying stralite plate armour of fire resistance (7 def, 13 armour)fortifying stralite plate armour of fire resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +5 Str / +4 Con Changes resistances: +21% fire Maximum life: +49.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour (9 def, 16 armour)fortifying voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +5 Str / +5 Con Maximum life: +32.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of resilience (9 def, 16 armour)radiant voratun plate armour of resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 9 light Changes stats: +3 Wil Changes resistances: +22% blight / +18% darkness Maximum life: +33.00 Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. corrosive voratun shield of patience (12 def, 3 armour, 213 block)corrosive voratun shield of patience (12 def, 3 armour, 213 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 11% chance to corrode armour by 30% Damage when hit (Melee): 16 temporal Changes stats: +6 Con Changes resistances: +15% acid / +17% temporal Talent granted: +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (251) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. living voratun shield of cold resistance (+13%) (12 def, 3 armour, 198 block)living voratun shield of cold resistance (+13%) (12 def, 3 armour, 198 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 12 nature Changes resistances: +13% blight / +22% cold / +14% nature Talent granted: +5 Block Maximum life: +57.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of crushing (12 def, 3 armour, 196 block)voratun shield of crushing (12 def, 3 armour, 196 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: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of earthen fury (12 def, 18 armour, 196.5 block)voratun shield of earthen fury (12 def, 18 armour, 196.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +6% Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Changes resistances: +15% physical Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. 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: 70% Str, 50% Dex 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. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
215 alchemist agate 215 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 86.15 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
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. |
voratun pickaxe of delving (dig speed 24 turns) voratun pickaxe of delving (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
1000 Strings of Compressed Time 1000 Strings of Compressed TimePowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 5 When carried: Light radius: +8 It can be used to become a near god for 1000 turns (usable only once!), costing 1 power out of 1/1. This looks like a time fragment of the timestream, all compressed in a time ball of power! |
11 emerald 11 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 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 3, doing 4.92 cold damage and 4.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 330.00 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Maximum life: +57.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of clarity preserving alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +8% blight Mental save: +7 (+2 eff.) Life regen: +1.70 Light radius: +3 See stealth: +13 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of health preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +2.30 Maximum life: +58.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 45 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
62 alchemist bloodstone 62 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. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 455.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of crippling (19/19, 51-61.2 power, 6 apr)barbed pouch of voratun shots of crippling (19/19, 51-61.2 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +15.0% Capacity: 19 On weapon crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing * cripple the target Damage (Ranged): +16 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of voratun shots of gravity (19/19, 52.5-63 power, 6 apr)elemental pouch of voratun shots of gravity (19/19, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * Random elemental explosion * 10% chance to crush the target Damage (Ranged): +13 gravity Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of voratun shots of crippling (52/52, 61-73.2 power, 10 apr)sentry's pouch of voratun shots of crippling (52/52, 61-73.2 power, 10 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.0 - 73.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +13.0% Capacity: 52 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. overpowered stralite torque of psychoportation [power 55] (35 cooldown)overpowered stralite torque of psychoportation [power 55] (35 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 55), putting all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of psychoportation [power 60] (27 cooldown) psionic voratun torque of psychoportation [power 60] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 60), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of psychoportation [power 36] (27 cooldown) quiet dwarven-steel torque of psychoportation [power 36] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence It can be used to teleport randomly (rad 36), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Silorianne' [power 111] (18 cooldown) stralite torque of charged psionic shield 'Silorianne' [power 111] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% acid Maximum wards: +3 physical / +4 mind / +5 darkness Changes resistances penetration: +15% arcane Changes damage: +9% acid Talent granted: +1 Ward Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 111 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. webbed elven-wood totem of thorny skin [power 47] (18 cooldown)webbed elven-wood totem of thorny skin [power 47] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 60%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 amber 13 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Snot the Dwarf Oozemancer level 27
27th Stralite 123rd year of Ascendancy at 03:06 see stats
By Snot the Dwarf Oozemancer level 35
45th Profit 123rd year of Ascendancy at 00:48 see stats
By Snot the Dwarf Oozemancer level 27
24th Stralite 123rd year of Ascendancy at 23:06 see stats
By Snot the Dwarf Oozemancer level 13
3rd Loss 122nd year of Ascendancy at 09:40 see stats
By Snot the Dwarf Oozemancer level 32
15th Voratun 123rd year of Ascendancy at 02:16 see stats
By Snot the Dwarf Oozemancer level 39
23rd Loss 123rd year of Ascendancy at 03:36 see stats
By Snot the Dwarf Oozemancer level 31
11st Voratun 123rd year of Ascendancy at 19:57 see stats
By Snot the Dwarf Oozemancer level 18
21st Shortage 122nd year of Ascendancy at 03:50 see stats
By Snot the Dwarf Oozemancer level 39
4th Shortage 123rd year of Ascendancy at 21:32 see stats
By Snot the Dwarf Oozemancer level 9
25th Profit 122nd year of Ascendancy at 15:54 see stats
By Snot the Dwarf Oozemancer level 32
21st Voratun 123rd year of Ascendancy at 18:18 see stats
By Snot the Dwarf Oozemancer level 30
8th Voratun 123rd year of Ascendancy at 07:37 see stats
By Snot the Dwarf Oozemancer level 43
1st Steel 124th year of Ascendancy at 18:09 see stats
By Snot the Dwarf Oozemancer level 15
29th Loss 122nd year of Ascendancy at 06:30 see stats
By Snot the Dwarf Oozemancer level 27
31st Stralite 123rd year of Ascendancy at 18:14 see stats
By Snot the Dwarf Oozemancer level 22
12nd Steel 123rd year of Ascendancy at 01:09 see stats
By Snot the Dwarf Oozemancer level 10
5th Dearth 122nd year of Ascendancy at 04:10 see stats
By Snot the Dwarf Oozemancer level 20
11st Iron 123rd year of Ascendancy at 12:21 see stats
By Snot the Dwarf Oozemancer level 30
8th Voratun 123rd year of Ascendancy at 02:03 see stats
By Snot the Dwarf Oozemancer level 40
22nd Shortage 123rd year of Ascendancy at 03:17 see stats
By Snot the Dwarf Oozemancer level 16
8th Shortage 122nd year of Ascendancy at 00:29 see stats
By Snot the Dwarf Oozemancer level 9
38th Profit 122nd year of Ascendancy at 17:12 see stats
By Snot the Dwarf Oozemancer level 28
36th Stralite 123rd year of Ascendancy at 18:23 see stats
By Snot the Dwarf Oozemancer level 27
31st Stralite 123rd year of Ascendancy at 01:10 see stats
By Snot the Dwarf Oozemancer level 30
8th Voratun 123rd year of Ascendancy at 10:36 see stats
By Snot the Dwarf Oozemancer level 4
20th Voratun 122nd year of Ascendancy at 12:41 see stats
By Snot the Dwarf Oozemancer level 35
45th Profit 123rd year of Ascendancy at 00:48 see stats
By Snot the Dwarf Oozemancer level 6
2nd Profit 122nd year of Ascendancy at 11:48 see stats
By Snot the Dwarf Oozemancer level 35
45th Profit 123rd year of Ascendancy at 00:48 see stats
By Snot the Dwarf Oozemancer level 21
21st Iron 123rd year of Ascendancy at 21:08 see stats
By Snot the Dwarf Oozemancer level 34
21st Profit 123rd year of Ascendancy at 07:14 see stats
By Snot the Dwarf Oozemancer level 23
13rd Stralite 123rd year of Ascendancy at 15:23 see stats
By Snot the Dwarf Oozemancer level 16
7th Shortage 122nd year of Ascendancy at 22:42 see stats
By Snot the Dwarf Oozemancer level 26
24th Stralite 123rd year of Ascendancy at 12:36 see stats
Log
Mucus ooze hits Bone giant for 127 nature damage.
Mucus ooze uses Slime Spit.
Mucus ooze hits Bone giant for 127 nature damage.
Snot uses Slime Spit.
Snot's mind surges with critical power!
Mucus ooze uses Slime Spit.
Mucus ooze hits Bone giant for 127 nature damage.
You collect a new ingredient: pouch of bone giant dust (1).
Snot's Slime Spit hits Bone giant for 832 nature damage.
Snot's Slime Spit killed Bone giant!
Grave wight slows down.
Mana Clash hits Grave wight for 78 arcane damage.
Snot's Slime Spit hits Grave wight for 522 nature damage.
Snot's skin returns to normal.
Mucus ooze is not silenced anymore.
Snot is no longer attuned.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (grave wight - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (grave wight - offscreen)).
Snot deactivates Mitosis.
Snot deactivates Wild Growth.
Snot is no longer toxic to arcane users.
Snot deactivates Psiblades.
Snot deactivates Antimagic Shield.
The skin of Snot starts dripping acid.