Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Adjustable Levelup 1.4.9Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Items Vault 1.5.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 50 / 5649502% |
Size | gargantuan |
Lifes / Deaths | Killed by Betydawen the red crystal at level 18 on the 75th Pyre 122nd year of Ascendancy at 09:32 / 15Killed by Betydawen the red crystal at level 18 on the 75th Pyre 122nd year of Ascendancy at 10:11 Killed by Betydawen the red crystal at level 18 on the 75th Pyre 122nd year of Ascendancy at 11:02 Killed by Betydawen the red crystal at level 18 on the 75th Pyre 122nd year of Ascendancy at 12:00 Killed by Eyei the human at level 50 on the 8th Mirth 122nd year of Ascendancy at 06:58 Killed by Aneriic the halfling at level 50 on the 8th Mirth 122nd year of Ascendancy at 09:00 Killed by Naflim the shalore at level 50 on the 8th Flare 122nd year of Ascendancy at 11:32 Killed by elven blood mage at level 50 on the 7th Allure 123rd year of Ascendancy at 09:25 Killed by Yvissra the master vampire at level 50 on the 1st Regrowth 123rd year of Ascendancy at 17:56 Killed by Adildatira the elder vampire at level 50 on the 3rd Regrowth 123rd year of Ascendancy at 22:05 Killed by Mayylle the skeleton magus at level 50 on the 10th Regrowth 123rd year of Ascendancy at 08:33 Killed by Cyrilena the ghast at level 50 on the 10th Regrowth 123rd year of Ascendancy at 10:15 Killed by Ungalot at level 50 on the 13rd Pyre 123rd year of Ascendancy at 04:30 Killed by Yveda the slimy ooze at level 50 on the 13rd Pyre 123rd year of Ascendancy at 11:10 Killed by Ungalot at level 50 on the 14th Pyre 123rd year of Ascendancy at 08:23 |
Primary Stats
Strength | 170 (base 71) |
Dexterity | 43 (base 10) |
Constitution | 121 (base 58) |
Magic | 130 (base 77) |
Willpower | 77 (base 10) |
Cunning | 93 (base 10) |
Resources
Life | 2344/2344 |
Mana | 717/717 |
Equilibrium | 0 |
Positive | 77/77 |
Healing Factor | 2.12 |
Regeneration | 21.094 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105.6% |
Vision
Sight | 12 |
Lite | 19 |
Infravision | 10 |
See Stealth | 22 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 553 |
Accuracy | 68 |
Crit Chance | 116% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 71 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 212.26859126375 (100%) |
Defense | 74 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 101 |
Spell Save | 84 |
Mental Save | 89 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Confusion Resistance | 34% |
Poison Resistance | 20% |
Blind Resistance | 100% |
Disarm Resistance | 50% |
Bleed Resistance | 70% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 26% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1089 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 525 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 601 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Retribution |
talent | Chant of Fortress |
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Searing Sight |
talent | Second Life |
talent | Premonition |
talent | Shield of Light |
talent | Righteous Strength |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Layimiwyn the lesser vampire. Escort: lost warrior (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by naga myrmidon. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 16% of the way to your next Rank. You have killed: 265 Uniques 114 Bosses 128 Elite Bosses 101 Veterans 3 Heroics 1 Legends 2 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You 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: 2475. | active |
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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | Polida the pair of voratun boots (8 def, 5 armour) Polida the pair of voratun boots (8 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +11.0% Physical power: +8 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +4% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Dex / +8 Mag / +2 Wil / +4 Cun / +3 Con Changes resistances penetration: +15% temporal Mana each turn: +0.48 Vim when firing critical spell: +3.00 Maximum mana: +55.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Huruyarig the dwarven lantern Huruyarig the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Physical power: +27 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +21 Wil Changes resistances penetration: +5% mind Critical mult.: +70.00% Physical save: +12 (+2 eff.) Mental save: +23 (+5 eff.) Blindness immunity: +44% Confusion immunity: +24% Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +4% Light radius: +15 See stealth: +22 See invisible: +23 Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Arcpiety (11 def, 5 armour) Arcpiety (11 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 9 physical Changes stats: +19 Str / +12 Dex / +8 Wil / +8 Cun Changes resistances: +24% lightning / +15% physical Changes resistances penetration: +10% mind Changes damage: +9% arcane Critical mult.: +5.00% Physical save: +15 (+2 eff.) Stamina when hit: +2.20 Equilibrium when hit: +3.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2235.1 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | drakeskin leather gloves 'Dawnpassion' (0 def, 63 armour) drakeskin leather gloves 'Dawnpassion' (0 def, 63 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +63 Armour Hardiness: +43% Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 15 blight / 20 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 12 arcane Changes stats: +50 Con Changes resistances: +7% blight / +34% physical / +15% temporal Changes damage: +11% blight / +11% temporal Physical save: +26 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% Light radius: +1 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | voratun torque of kinetic psionic shield 'Aeriwen' [power 137] (20 cooldown) voratun torque of kinetic psionic shield 'Aeriwen' [power 137] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +4 Wil Maximum wards: +9 physical / +15 mind / +15 darkness Changes resistances penetration: +10% physical Talents granted: +9 Telekinetic Blast +3 Ward Physical save: +26 (+4 eff.) Maximum stamina: +20.00 Damage Shield penetration: +40% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 137 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Scorchorder ScorchorderInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +17 Physical power: +15 (+2 eff.) Defense: +35 (+8 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +10 Str / +9 Dex / +18 Cun / +10 Con Changes resistances: +18% nature Changes resistances penetration: +10% fire Physical save: +6 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +43% Knockback immunity: +10% Life regen: +5.70 Only die when reaching: -60.00 life Maximum life: +99.00 Healing mod.: +29% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Duvaharalach DuvaharalachPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Damage when hit (Melee): 8 mind Changes stats: +9 Str / +21 Mag / +11 Wil / +31 Cun Changes resistances penetration: +10% mind Changes damage: +12% mind Spell save: +18 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +24 (+6 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +3 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | Bregogas the Filthwoe Bregogas the FilthwoePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +19 (+5 eff.) Changes stats: +20 Lck / +8 Mag Changes resistances: +6% nature / +12% mind / +5% arcane Changes damage: +8% acid / +7% lightning / +6% arcane / +8% fire / +6% mind / +6% cold Physical save: +16 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +21 (+4 eff.) Blindness immunity: +27% Cut immunity: +70% Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +7 Sight radius: +2 See invisible: +11 Healing mod.: +18% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 223 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Shineknave (145.5-232.8 power, 4 apr) Shineknave (145.5-232.8 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 145.5 - 232.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +20 ice / +19 fire When wielded/worn: Armour: +25 Changes resistances: +3% acid Changes resistances penetration: +20% fire / +13% cold Mental save: +31 (+6 eff.) Poison immunity: +20% Knockback immunity: +10% Light radius: +3 Global speed: +6% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
Around waist | Greenbreak GreenbreakPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +30 (+4 eff.) Changes stats: +6 Dex / +9 Mag / +11 Wil / +5 Cun Changes resistances: +6% nature Changes resistances penetration: +15% arcane Changes damage: +6% blight Critical mult.: +12.00% Spell save: +44 (+9 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.16 Mana when firing critical spell: +2.00 Maximum life: +110.00 Spell crit. chance: +6% Mental crit. chance: +15% Size category: +2 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+4 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Yaridebar the Sparksage (32 def, 27 armour) Yaridebar the Sparksage (32 def, 27 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +3 Physical power: +8 (+1 eff.) Armour: +27 Defense: +32 (+7 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun Changes resistances: +6% lightning / +30% temporal / +30% darkness / +29% cold Physical save: +47 (+8 eff.) Spell save: +22 (+5 eff.) Mental save: +25 (+5 eff.) Healing mod.: +10% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Betolaith the Wretchbraze (23 def, 32 armour) Betolaith the Wretchbraze (23 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +23 (+6 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% * 21% chance to disease Damage when hit (Melee): 8 nature / 8 blight Changes stats: +11 Cun / +9 Wil Changes resistances: +12% acid / +3% temporal / +30% fire / +6% nature / +44% cold Changes resistances penetration: +15% temporal Changes damage: +6% nature Allows you to breathe in: water Mental save: +44 (+9 eff.) Life regen: +4.00 Maximum life: +100.00 Healing mod.: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 1093 over 5 turns) regeneration infusion of the warrior (heal 1093 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1093 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (458.00 temporal damage, removed from time 4 turns) Rune of the Rift (458.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 508.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scorpionwinter the voratun amulet Scorpionwinter the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +12 Mag / +2 Wil / +10 Con Changes resistances penetration: +5% arcane / +15% nature Changes damage: +8% acid / +7% physical / +7% cold / +8% lightning / +8% fire Talent mastery: +0.30 Celestial / Crusader Critical mult.: +25.00% Physical save: +25 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +25 (+5 eff.) Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum hate: +6.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Combat speed: +10% Damage Shield penetration: +10% Amulets can have magical properties. |
Adaseta the Hellwoe Adaseta the HellwoePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +16 (+2 eff.) Fatigue: -8% Changes stats: +10 Dex / +7 Mag / +6 Wil Changes resistances penetration: +10% blight Changes damage: +6% fire / +8% all Maximum encumbrance: +40 Physical save: +9 (+1 eff.) Blindness immunity: +56% Silence immunity: +48% Disarm immunity: +20% Stun/Freeze immunity: +10% Mana each turn: +0.47 Mana when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +30 (+7 eff.) Mindpower: +17 (+5 eff.) Infravision radius: +5 See stealth: +16 See invisible: +17 Rings can have magical properties. |
Arthuvor ArthuvorPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Physical power: +14 (+2 eff.) Armour: +22 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 12 acid / 20 physical Changes stats: +8 Str / +11 Dex / +7 Mag Changes damage: +7% all Maximum encumbrance: +35 Spell save: +14 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.40 Maximum life: +92.00 Spellpower: +20 (+5 eff.) Mindpower: +18 (+6 eff.) Healing mod.: +21% Rings can have magical properties. |
Gahek the Dawnmonster Gahek the DawnmonsterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Changes stats: +8 Mag / +8 Wil / +15 Cun Changes resistances: +20% blight / +6% fire / +9% light Changes resistances penetration: +15% light Changes damage: +32% blight Spell save: +20 (+4 eff.) Disarm immunity: +50% Pinning immunity: +46% Stun/Freeze immunity: +46% Knockback immunity: +50% Life regen: +4.80 Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +46.00 Spellpower: +14 (+3 eff.) Spell crit. chance: +3% Mindpower: +15 (+5 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
voratun ring 'Salayatira' voratun ring 'Salayatira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Dex / +8 Mag / +7 Wil / +11 Cun Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +18 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +50% Disarm immunity: +36% Pinning immunity: +48% Stun/Freeze immunity: +44% Knockback immunity: +50% Life regen: +4.00 Maximum life: +44.00 Spellpower: +15 (+4 eff.) Infravision radius: +8 See stealth: +18 See invisible: +15 Rings can have magical properties. |
Islina the Gleamreign (80-120 power, 4 apr) Islina the Gleamreign (80-120 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stats: 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 42% chance to disease * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +32 acid / +38 blight / +28 lightning Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +20.0% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +2 Cun / +1 Str Changes resistances penetration: +25% light Changes damage: +3% light Light radius: +1 Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 337.15 fire damage, and flames will be left dealing a further 79.02 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Xereganor the Kindleclash (80-120 power, 4 apr) Xereganor the Kindleclash (80-120 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stats: 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 44% chance to corrode armour by 30% Damage (Melee): +14 nature / +28 temporal Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +36 (+8 eff.) Physical power: +20 (+2 eff.) Armour: +4 Defense: +44 (+10 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Con Changes resistances: +6% lightning / +3% physical Changes resistances penetration: +21% acid / +20% physical Silence immunity: +15% Disarm immunity: +169% Life regen: +4.00 Only die when reaching: -40.00 life Massive two-handed battleaxes. |
Ragarion the voratun dagger (50.5-65.65 power, 9 apr) Ragarion the voratun dagger (50.5-65.65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +15 acid / +23 cold / +16 light Damage against: +24% Undead When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 12 mind Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +12% acid / +13% fire / +14% lightning / +12% cold Changes damage: +15% acid / +6% mind Maximum psi: +30.00 Mental crit. chance: +3% Sharp, short and deadly. |
Squaloroblivion the voratun dagger (38.5-50.05 power, 9 apr) Squaloroblivion the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +40 insidious poison / +16 temporal / +19 cold Burst (radius 2) on crit: +4 nature / +16 fire When wielded/worn: Armour penetration: +24 Damage when hit (Melee): 16 temporal / 12 nature / 20 darkness Changes resistances: +16% temporal / +3% nature / +6% darkness Changes resistances penetration: +24% physical / +9% fire Changes damage: +9% nature / +24% physical Global speed: +5% Sharp, short and deadly. |
voratun dagger 'Sunbliss' (39-50.7 power, 9 apr) voratun dagger 'Sunbliss' (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 50% Mag, 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 for lightning to arc to a second target * Random elemental explosion * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 29 bleeding, 80% reduced healing Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +8 (+1 eff.) Changes stats: +2 Str / +3 Dex / +3 Mag / +4 Wil / +3 Con Changes resistances: +6% light Changes resistances penetration: +14% acid / +12% physical / +13% cold / +14% fire / +14% lightning Changes damage: +3% light / +12% physical Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Sharp, short and deadly. |
Glorynn the voratun greatmaul (100-150 power, 6 apr) Glorynn the voratun greatmaul (100-150 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 100.0 - 150.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +27 acid / +24 temporal / +24 nature Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +33 (+8 eff.) Armour: +8 Defense: +42 (+9 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Con Changes resistances: +6% blight Critical mult.: +9.00% Disarm immunity: +105% Massive two-handed mauls. |
Mayildariabeth (89.5-134.25 power, 4 apr) Mayildariabeth (89.5-134.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 89.5 - 134.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom Damage (Melee): +33 cold / +35 mind Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +42 (+10 eff.) Armour penetration: +63 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +62% physical Changes damage: +21% physical Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Poison immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +10% Massive two-handed mauls. |
Velaletta the voratun greatmaul (83-124.5 power, 4 apr) Velaletta the voratun greatmaul (83-124.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing * cripple the target Damage (Melee): +19 temporal / +4 arcane / +42 cold / +27 nature When wielded/worn: Physical crit. chance: +40.0% Physical power: +20 (+2 eff.) Armour: +12 Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +21% acid Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +5% Knockback immunity: +5% Life regen: +4.00 Massive two-handed mauls. |
voratun greatmaul 'Flashoozer' (85.5-128.25 power, 25 apr) voratun greatmaul 'Flashoozer' (85.5-128.25 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing * cripple the target Damage Shield penetration (this weapon only): +66% Damage (Melee): +4 fire Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +40 Physical crit. chance: +61.0% Physical power: +20 (+2 eff.) Changes resistances: +15% light Changes resistances penetration: +19% physical / +5% light / +15% fire Changes damage: +9% darkness Critical mult.: +27.00% Light radius: +1 Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Duvandur the Blazewither (82-131.2 power, 4 apr) Duvandur the Blazewither (82-131.2 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 43% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Damage (Melee): +27 temporal / +27 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +35 ice When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +4 Physical crit. chance: +21.0% Physical power: +41 (+5 eff.) Armour: +21 Changes stats: +10 Str / +1 Dex / +7 Con Changes resistances penetration: +20% cold / +21% physical Changes damage: +29% physical Disarm immunity: +31% Life regen: +0.20 Stamina when hit: +4.00 Only die when reaching: -20.00 life Massive two-handed swords. |
Glitterlord the voratun greatsword (63.5-101.6 power, 4 apr) Glitterlord the voratun greatsword (63.5-101.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +16 light / +26 lightning Burst (radius 1) on hit: +28 light / +20 fire When wielded/worn: Accuracy: +40 (+9 eff.) Armour penetration: +37 Physical crit. chance: +14.0% Defense: +19 (+5 eff.) Damage when hit (Melee): 8 light Changes resistances: +9% acid / +5% arcane Changes resistances penetration: +20% physical Critical mult.: +28.00% Disarm immunity: +60% Massive two-handed swords. |
voratun greatsword 'Kilakhad' (62.5-100 power, 4 apr) voratun greatsword 'Kilakhad' (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +24 temporal / +16 nature Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +61 (+13 eff.) Armour penetration: +40 Defense: +38 (+9 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Mag / +3 Con Changes resistances penetration: +36% physical / +17% fire Changes damage: +17% physical Disarm immunity: +130% Infravision radius: +2 Global speed: +7% Massive two-handed swords. |
voratun greatsword 'Poxwitch' (86.5-138.4 power, 5 apr) voratun greatsword 'Poxwitch' (86.5-138.4 power, 5 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.5 - 138.4 Uses stats: 50% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Random elemental explosion On weapon crit: * cripple the target Burst (radius 1) on hit: +4 nature / +28 fire Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +13.0% Armour: +4 Changes stats: +10 Dex Changes resistances penetration: +24% acid / +24% fire / +16% lightning / +23% cold Changes damage: +3% nature / +6% physical Critical mult.: +6.00% Healing mod.: +10% Massive two-handed swords. |
Cyrothra the dragonbone longbow Cyrothra the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +400% When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +11.0% Changes stats: +12 Mag Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +67% physical Changes damage: +23% arcane / +27% physical Grants telepathy: Demon/Minor Demon/Major Poison immunity: +10% Confusion immunity: +5% Spellpower: +21 (+5 eff.) Light radius: +2 Infravision radius: +3 Damage Shield penetration: +66% Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-6 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Spellblade (50-70 power, 0 apr) Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+6 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 122.61 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Siliwyn (44.5-62.3 power, 6 apr) Siliwyn (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict 15% damage reduction * 35% chance to cause random gloom * 17% chance to disease * 25% chance for lightning to arc to a second target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Damage (Melee): +19 lightning / +20 blight / +25 mind When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 mind Changes stats: +7 Cun / +6 Wil Changes resistances penetration: +15% blight Changes damage: +6% blight / +21% mind Disease immunity: +35% Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
voratun mace 'Shimmernoon' (61-85.4 power, 6 apr) voratun mace 'Shimmernoon' (61-85.4 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 125% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing When wielded/worn: Accuracy: +45 (+10 eff.) Physical crit. chance: +12.0% Physical power: +13 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 blight / 8 arcane Changes stats: +13 Dex Changes resistances penetration: +10% blight / +20% lightning Spell save: +6 (+1 eff.) Disarm immunity: +49% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 31.39 mind damage, 35.96 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.64 mind and 3.03 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Naturetrail the living mindstar (17-18.7 power, 40 apr, mind damage) Naturetrail the living mindstar (17-18.7 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 dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 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% On weapon hit: * Slows global speed by 20% * 20% chance to cause random gloom Damage (Melee): +12 nature Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +3 Str / +4 Dex / +4 Mag / +8 Wil / +20 Cun / +4 Con Changes resistances: +20% lightning / +10% physical / +25% mind / +12% light Changes resistances penetration: +13% lightning / +9% physical / +5% mind Changes damage: +20% lightning / +9% physical / +12% nature Critical mult.: +37.00% Mental save: +10 (+2 eff.) Maximum psi: +36.00 Mindpower: +21 (+7 eff.) Mental crit. chance: +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. |
Duvederab (68.5-95.9 power, 6 apr) Duvederab (68.5-95.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 68.5 - 95.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 30 bleeding, 82% reduced healing Damage (Melee): +20 lightning / +20 temporal When wielded/worn: Armour penetration: +11 Physical crit. chance: +28.0% Physical power: +14 (+2 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 4 acid / 15 temporal Changes resistances: +17% temporal / +6% darkness / +9% fire / +6% mind / +2% physical Critical mult.: +17.00% Mental save: +20 (+4 eff.) Only die when reaching: -20.00 life One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 144.28 physical damage, and inflicting bleeding for another 72.14 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Aerudatta the drakeskin leather belt Aerudatta the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +22 (+3 eff.) Damage when hit (Melee): 20 blight Changes stats: +6 Str / +6 Dex / +3 Mag / +1 Wil / +6 Cun / +6 Con / +8 Lck Changes resistances: +9% acid / +9% fire / +9% lightning / +9% cold Changes damage: +9% blight Reduced damage from: +29% Summoned Grants telepathy: Demon/Minor Demon/Major Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +26 (+4 eff.) Spell save: +13 (+3 eff.) Mindpower: +12 (+4 eff.) Infravision radius: +6 See invisible: +3 Size category: +2 A belt that goes around your waist. |
Balach the Swampvalor Balach the SwampvalorPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+2 eff.) Armour: +15 Defense: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +2 Con Changes resistances: +15% nature Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +19 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +30 (+6 eff.) Maximum life: +123.00 Maximum mana: +67.00 Maximum stamina: +49.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +35.00 Maximum pos.energy: +35.00 Maximum neg.energy: +33.00 Spellpower: +23 (+6 eff.) Size category: +1 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
Drydig the drakeskin leather belt Drydig the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +8 Dex / +6 Mag / +6 Cun / +5 Con / +7 Lck Changes damage: +12% acid Reduced damage from: +35% Summoned Critical mult.: +10.00% Trap disarming bonus: +24 Stealth bonus: +13 Spell save: +5 (+1 eff.) Mental save: +12 (+2 eff.) Maximum life: +59.00 Mindpower: +10 (+3 eff.) Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +20 Size category: +1 A belt that goes around your waist. |
Harutodig HarutodigPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +29 Defense: +28 (+7 eff.) Changes resistances: +15% fire / +14% cold / +15% light / +14% darkness Changes damage: +3% arcane Critical mult.: +15.00% Physical save: +47 (+8 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +15% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +11 (+3 eff.) Spell crit. chance: +3% A belt that goes around your waist. |
Kheluntir the Sootcut Kheluntir the SootcutInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +22 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness / 8 mind Changes stats: +5 Dex / +6 Cun / +6 Con / +10 Lck Changes resistances: +19% acid / +8% cold / +10% fire / +6% mind / +10% lightning Changes resistances penetration: +10% darkness / +15% acid Changes damage: +3% darkness / +12% mind Critical mult.: +30.00% Trap disarming bonus: +30 Stealth bonus: +14 Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Mindpower: +10 (+3 eff.) Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Flareblast' drakeskin leather belt 'Flareblast'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 (+2 eff.) Armour: +15 Fatigue: -10% Damage when hit (Melee): 4 darkness Changes stats: +6 Con Changes resistances: +15% fire / +5% arcane / +12% cold Changes resistances penetration: +10% fire Changes damage: +30% fire / +9% darkness / +9% arcane Critical mult.: +15.00% Maximum encumbrance: +60 Spell save: +15 (+3 eff.) Mental save: +11 (+2 eff.) Mindpower: +10 (+3 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
pair of drakeskin leather boots 'Gloronn' (0 def, 5 armour) pair of drakeskin leather boots 'Gloronn' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -4% Changes stats: +8 Dex / +5 Mag / +11 Wil / +15 Lck Changes resistances penetration: +5% physical Stealth bonus: +14 Maximum encumbrance: +47 Physical save: +25 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+2 eff.) Mana each turn: +0.52 Maximum mana: +34.00 Maximum stamina: +15.00 Spell crit. chance: +4% Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Shinecast the drakeskin leather cap (0 def, 5 armour) Shinecast the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes stats: +8 Str / +9 Dex / +9 Wil Changes resistances: +28% blight / +13% darkness / +6% acid Changes resistances penetration: +10% acid Physical save: +44 (+7 eff.) Spell save: +10 (+2 eff.) Mental save: +25 (+5 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Sootblood (20 def, 28 armour) Sootblood (20 def, 28 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +20 (+5 eff.) Fatigue: +0% Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +13 Wil / +16 Cun / +8 Con Changes resistances: +9% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +11 (+2 eff.) Mental save: +67 (+13 eff.) Life regen: +8.00 Stamina each turn: +2.10 Maximum life: +80.00 Light radius: +3 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Cracklequeller the drakeskin leather armour (20 def, 8 armour) Cracklequeller the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 32% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes resistances: +9% physical / +19% darkness / +9% fire / +29% cold / +20% light Changes damage: +3% blight / +9% fire / +15% lightning Physical save: +25 (+4 eff.) Life regen: +6.20 Stamina each turn: +3.30 Combat speed: +15% Casting speed: +15% Mental speed: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 268 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 309.64 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Gleamtreason the voratun shield (12 def, 27 armour, 65-78 power, 430.5 block) Gleamtreason the voratun shield (12 def, 27 armour, 65-78 power, 430.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +430 On weapon hit: * 20% chance to blind * reduce the cooldown of your ward talent by 1 Damage (Melee): +18 temporal Burst (radius 2) on crit: +12 light When wielded/worn: Armour: +27 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 17 temporal Changes stats: +3 Str / +2 Wil / +1 Cun / +12 Con Changes resistances: +30% cold / +18% temporal / +29% fire Maximum wards: +6 lightning / +5 temporal / +5 blight / +6 fire / +6 cold Changes damage: +3% light Talents granted: +1 Ward +5 Block Reduces incoming crit damage: 15.00% Physical save: +25 (+4 eff.) Infravision radius: +1 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 (413) is absorbed, or the time runs out (8 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 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Hettohek (12 def, 24 armour, 70-84 power, 415.5 block) Hettohek (12 def, 24 armour, 70-84 power, 415.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +416 On weapon hit: * 43% chance to cause random gloom * 24% chance to corrode armour by 30% Damage (Melee): +4 mind / +19 nature Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +12 blight / +40 light / +40 darkness When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 10% chance to disease Damage (Melee): 9 acid Damage when hit (Melee): 34 acid / 20 nature / 4 mind Changes stats: +6 Con Changes resistances: +15% light / +19% blight / +11% darkness / +19% nature / +18% mind Changes resistances penetration: +5% blight Changes damage: +9% blight / +6% mind Talent granted: +5 Block Physical save: +14 (+2 eff.) Maximum life: +107.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Mardylathagar the Spiderbrawn (12 def, 23 armour, 72-86.4 power, 388.5 block) Mardylathagar the Spiderbrawn (12 def, 23 armour, 72-86.4 power, 388.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +388 On weapon hit: * Slows global speed by 20% * 35% chance to daze at end of turn Damage (Melee): +8 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Armour: +23 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 lightning Effects when hit in melee: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 25 lightning Changes resistances: +22% acid / +16% temporal / +23% fire / +22% cold / +26% lightning Changes resistances penetration: +15% temporal Changes damage: +9% nature / +6% temporal Talent granted: +5 Block Handheld deflection devices. |
Yarynarifast the Shockmark (12 def, 15 armour, 81-97.2 power, 305 block) Yarynarifast the Shockmark (12 def, 15 armour, 81-97.2 power, 305 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.0 - 97.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +305 On weapon hit: * 58% chance to daze at end of turn On weapon crit: * smash the target with your shield crippling them Damage (Melee): +30 cold Burst (radius 1) on hit: +12 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +12% Damage (Melee): 19 lightning Damage when hit (Melee): 58 lightning / 19 ice Changes stats: +6 Wil / +1 Cun / +8 Con Changes resistances: +9% lightning / +15% cold / +9% darkness / +30% fire Talent granted: +5 Block Reduces incoming crit damage: 15.00% Physical save: +15 (+2 eff.) Infravision radius: +2 See invisible: +3 Handheld deflection devices. |
voratun shield 'Galakath' (12 def, 39 armour, 66-79.2 power, 429.5 block) voratun shield 'Galakath' (12 def, 39 armour, 66-79.2 power, 429.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +430 Damage (Melee): +17 cold Burst (radius 2) on crit: +30 light / +35 darkness When wielded/worn: Armour: +39 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 cold Damage when hit (Melee): 19 ice Changes stats: +21 Con Changes resistances: +12% blight / +27% cold / +11% light / +12% darkness Talent granted: +5 Block Physical save: +35 (+6 eff.) Blindness immunity: +10% Cut immunity: +10% Infravision radius: +3 See invisible: +9 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Olyrain (20/20, 75.5-105.7 power, 18 apr) Olyrain (20/20, 75.5-105.7 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.5 - 105.7 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +18.0% Capacity: 20 On weapon hit: * 10% chance to knock the target back * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 29 bleeding, 80% reduced healing Damage (Ranged): +8 acid / +41 fire / +68 physical / +27 bleed Burst (radius 1) on hit: +16 mind / +4 acid Burst (radius 2) on crit: +20 acid / +23 fire / +8 mind Arrows are used with bows to pierce your foes to death. |
Stokehash the quiver of dragonbone arrows (22/22, 89.5-125.3 power, 35 apr) Stokehash the quiver of dragonbone arrows (22/22, 89.5-125.3 power, 35 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 89.5 - 125.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +69 Armour Penetration: +35 Crit. chance: +44.0% Capacity: 22 On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +27 nature / +33 temporal Burst (radius 1) on hit: +4 arcane / +20 fire Burst (radius 2) on crit: +8 fire / +4 temporal Arrows are used with bows to pierce your foes to death. |
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: 50% Dex, 50% Mag, 70% Str 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. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
9 agate 9 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. |
2361 alchemist agate 2361 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. |
20 aquamarine 20 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. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 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. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isuramina the Cracklerigor (dig speed 2 turns) Isuramina the Cracklerigor (dig speed 2 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +3 Str Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +27% lightning / +26% physical Changes damage: +3% mind / +9% blight Vim when firing critical spell: +1.00 Maximum life: +24.00 Maximum stamina: +18.00 Maximum vim: +54.00 Spellpower: +8 (+2 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Belybrethra' (dig speed 7 turns) iron pickaxe 'Belybrethra' (dig speed 7 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical power: +8 (+1 eff.) Armour: +2 Fatigue: -6% Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +5 Dex / +2 Cun Changes resistances: +11% nature / +3% blight Changes resistances penetration: +13% physical Changes damage: +7% fire / +6% nature / +7% mind Mental save: +7 (+1 eff.) Stamina each turn: +0.20 Only die when reaching: -40.00 life Lowers spell cool-downs by: 10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 27 turns) sapper's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Aeralaith' (dig speed 4 turns) voratun pickaxe 'Aeralaith' (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str / +14 Mag / +5 Cun Changes resistances penetration: +5% temporal / +25% physical Changes damage: +12% fire / +13% mind / +3% temporal Reduces incoming crit damage: 10.00% Mental save: +9 (+2 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +94.00 Spell crit. chance: +15% Infravision radius: +8 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald 9 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. |
2 jade 2 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Brightorder' alchemist's lamp 'Brightorder'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Damage when hit (Melee): 4 blight / 22 fire Changes stats: +7 Cun / +6 Mag Changes resistances: +20% blight / +8% fire / +21% darkness Changes resistances penetration: +15% mind Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +16 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +25 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Light radius: -3 Infravision radius: +17 See invisible: +20 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 52 blight damage or heals 66 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Zeribar' alchemist's lamp 'Zeribar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag / +1 Wil / +1 Con Changes resistances: +9% blight / +8% light / +11% darkness Changes damage: +10% darkness / +12% temporal Damage affinity(heal): +5% darkness Grants telepathy: Humanoid/Orc Mental save: +16 (+3 eff.) Spellpower: +14 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Mental crit. chance: +9% Light radius: +9 Infravision radius: +12 See stealth: +12 See invisible: +51 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 52 blight damage or heals 66 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
2 bloodstone 2 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 garnet 17 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 757.12 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
9 amethyst 9 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. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 255.30 temporal and 230.00 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 quartz 13 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. |
2 amber 2 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. |
12 ametrine 12 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. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon 13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ungalot the Ogre Sun Paladin level 50
77th Dusk 123rd year of Ascendancy at 21:33 see stats
By Ungalot the Ogre Sun Paladin level 50
28th Regrowth 123rd year of Ascendancy at 04:29 see stats
By Ungalot the Ogre Sun Paladin level 50
16th Dusk 123rd year of Ascendancy at 01:29 see stats
By Ungalot the Ogre Sun Paladin level 50
62nd Dusk 122nd year of Ascendancy at 17:43 see stats
By Ungalot the Ogre Sun Paladin level 50
33rd Haze 123rd year of Ascendancy at 00:10 see stats
By Ungalot the Ogre Sun Paladin level 50
31st Haze 122nd year of Ascendancy at 11:10 see stats
By Ungalot the Ogre Sun Paladin level 50
45th Haze 122nd year of Ascendancy at 16:27 see stats
By Ungalot the Ogre Sun Paladin level 50
8th Allure 123rd year of Ascendancy at 20:30 see stats
By Ungalot the Ogre Sun Paladin level 50
56th Haze 122nd year of Ascendancy at 23:07 see stats
By Ungalot the Ogre Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Ungalot the Ogre Sun Paladin level 20
75th Pyre 122nd year of Ascendancy at 12:54 see stats
By Ungalot the Ogre Sun Paladin level 30
75th Pyre 122nd year of Ascendancy at 12:54 see stats
By Ungalot the Ogre Sun Paladin level 40
78th Pyre 122nd year of Ascendancy at 10:09 see stats
By Ungalot the Ogre Sun Paladin level 50
78th Pyre 122nd year of Ascendancy at 10:09 see stats
By Ungalot the Ogre Sun Paladin level 50
66th Haze 122nd year of Ascendancy at 01:39 see stats
By Ungalot the Ogre Sun Paladin level 50
49th Haze 122nd year of Ascendancy at 15:51 see stats
By Ungalot the Ogre Sun Paladin level 50
32nd Dusk 122nd year of Ascendancy at 13:52 see stats
By Ungalot the Ogre Sun Paladin level 50
9th Dusk 122nd year of Ascendancy at 19:54 see stats
By Ungalot the Ogre Sun Paladin level 50
2nd Mirth 122nd year of Ascendancy at 00:54 see stats
By Ungalot the Ogre Sun Paladin level 50
79th Pyre 122nd year of Ascendancy at 11:48 see stats
By Ungalot the Ogre Sun Paladin level 50
43rd Regrowth 124th year of Ascendancy at 09:02 see stats
By Ungalot the Ogre Sun Paladin level 50
13rd Pyre 123rd year of Ascendancy at 04:30 see stats
By Ungalot the Ogre Sun Paladin level 50
47th Pyre 123rd year of Ascendancy at 04:42 see stats
By Ungalot the Ogre Sun Paladin level 50
33rd Dusk 123rd year of Ascendancy at 17:26 see stats
By Ungalot the Ogre Sun Paladin level 50
3rd Dusk 122nd year of Ascendancy at 07:49 see stats
By Ungalot the Ogre Sun Paladin level 50
2nd Dusk 122nd year of Ascendancy at 06:44 see stats
By Ungalot the Ogre Sun Paladin level 50
32nd Dusk 123rd year of Ascendancy at 10:01 see stats
By Ungalot the Ogre Sun Paladin level 50
32nd Dusk 122nd year of Ascendancy at 13:52 see stats
By Ungalot the Ogre Sun Paladin level 50
8th Flare 122nd year of Ascendancy at 16:19 see stats
By Ungalot the Ogre Sun Paladin level 50
26th Regrowth 123rd year of Ascendancy at 17:51 see stats
Log
You gain 2.66 gold from the transmogrification of voratun mail armour of stability (5 def, 10 armour).
You gain 4.37 gold from the transmogrification of voratun gauntlets of archery (0 def, 3 armour).
You gain 1.34 gold from the transmogrification of elven-silk robe of lightning (+25%) (5 def, 0 armour).
You gain 25.00 gold from the transmogrification of Abysscutter the linen robe (0 def, 0 armour).
You gain 25.00 gold from the transmogrification of Xonor.
You gain 3.76 gold from the transmogrification of horrifying living mindstar of balance (18-19.8 power, 40 apr, nature damage).
You gain 9.17 gold from the transmogrification of creative living mindstar of venom (17-18.7 power, 40 apr, nature damage).
You gain 3.43 gold from the transmogrification of stralite longsword of nature (35-49 power, 5 apr).
You gain 25.00 gold from the transmogrification of voratun greatsword 'Murkquench' (65.5-104.8 power, 4 apr).
You gain 25.00 gold from the transmogrification of Infernogrind (101-161.6 power, 4 apr).
You gain 25.00 gold from the transmogrification of Cyruragakira the Stormpall (81.5-130.4 power, 4 apr).
You gain 25.00 gold from the transmogrification of Rhodrasta the voratun greatmaul (67.5-101.25 power, 4 apr).
You gain 3.03 gold from the transmogrification of voratun dagger of erosion (39.5-51.35 power, 9 apr).
You gain 3.56 gold from the transmogrification of insidious voratun dagger of massacre (48.5-63.05 power, 9 apr).
You gain 3.27 gold from the transmogrification of hateful stralite battleaxe of massacre (59-88.5 power, 3 apr).
You gain 25.00 gold from the transmogrification of Magmaoozer the steel battleaxe (21-31.5 power, 2 apr).
You gain 25.00 gold from the transmogrification of Glintcrypt the steel battleaxe (20-30 power, 2 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 65th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
Ungalot deactivates Searing Sight.
Ungalot deactivates Premonition.
Ungalot deactivates Weapon of Light.
Ungalot deactivates Retribution.
Ungalot deactivates Shield of Light.
Ungalot deactivates Weapon of Wrath.
Ungalot deactivates Second Life.
Ungalot deactivates Chant of Fortress.
Ungalot deactivates Righteous Strength.