Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Midnight 1.3.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Superhuman |
Class | Forge Knight |
Level / Exp | 50 / 1934% |
Size | medium |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 36 on the 38th Dusk 124th year of Ascendancy at 07:01 6 / 1 |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 131 (base 65) |
Constitution | 117 (base 56) |
Magic | 58 (base 7) |
Willpower | 36 (base 14) |
Cunning | 139 (base 60) |
Resources
Mana | 0/524 |
Psi | 126/126 |
Life | 3564/3564 |
Stamina | 387/387 |
Equilibrium | 0 |
Healing Factor | 1 |
Regeneration | 36.03332933462 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +75.30768307989% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
Offense: Mainhand
Damage | 537 |
Accuracy | 108 |
Crit Chance | 92% |
APR | 51 |
Speed | 0.84 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 58.933333333333 |
Crit Chance | 73% |
Speed | 1 |
Offense: Damage Bonus
All | +9% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 161.2 (100%) |
Defense | 62.4625 |
Ranged Defense | 62.4625 |
Fatigue | 25.434243176178 |
Physical Save | 68.468899843133 |
Spell Save | 32.575 |
Mental Save | 68.125 |
Defense: Resistances
All | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 14% |
Blind Resistance | 44% |
Disarm Resistance | 65% |
Bleed Resistance | 30% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 9 turns. While Heroism is active, you will only die when reaching -756 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 390 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 705 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 838% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Armor forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Forge powers | 1.50 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortress |
beneficial effect | Countering melee attacks: Has a 26% chance to get an automatic counter attack when avoiding a melee attack. (2.6 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 893. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. You 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. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots of evasion (23 def, 5 armour) pair of drakeskin leather boots of evasion (23 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+6 eff.) Fatigue: +5% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 58 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
On head | reforged Helm of the Dwarven Emperors (4 def, 40 armour) reforged Helm of the Dwarven Emperors (4 def, 40 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +40 Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +6% darkness / +6% nature / +5% all Changes damage: +8% light Talent mastery: +0.10 Technique / Bloodthirst Talent granted: +5 Phase Door Mental save: +35 (+9 eff.) Blindness immunity: +44% Confusion immunity: +44% Fear immunity: +14% Stamina each turn: +2.00 Maximum stamina: +75.00 Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 51.37 light damage within radius 3. The damage done will increase with your Spellpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Mayyrethra the Shimmerfury [power 113] (18 cooldown) Mayyrethra the Shimmerfury [power 113] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning Changes resistances penetration: +15% lightning Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Emelada the Lustretrail Emelada the LustretrailInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +12 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +9 Str / +8 Dex / +10 Cun / +10 Con Changes resistances: +6% light / +20% physical Changes resistances penetration: +5% mind Changes damage: +9% mind / +20% physical Rings can have magical properties. |
On fingers | sneakthief's voratun ring of speed sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Cun / +7 Dex Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 5.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
Around waist | Binding of the Elements Binding of the Elements Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +22 Armour Hardiness: +10% Defense: +10 (+2 eff.) Changes resistances: +10% lightning / +10% physical / +10% fire / +10% cold / +5% all Damage affinity(heal): +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 27 power out of 40/40) : Effective talent level: 4.0 Power cost: 27 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 7 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
In main hand | reforged Legacy of the Naloren (135.2-216.32 power, 36 apr) reforged Legacy of the Naloren (135.2-216.32 power, 36 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 135.2 - 216.3 Uses stat: 166% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +40 Armour Penetration: +36 Physical crit. chance: +28.0% Attack speed: 119% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Chain Lightning (10% chance level 3). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). Damage (Melee): +66 temporal / +66 nature / +66 darkness When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +32% light / +32% darkness / +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Talent granted: +5 Acidic Spray Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | Archer -_- (0 def, 3 armour) Archer -_- (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +15 Physical power: +19 (+3 eff.) Armour: +3 Changes stats: +6 Str / +15 Dex / +10 Cun Changes resistances penetration: +15% lightning Changes damage: +6% mind Mental save: +29 (+7 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.39 Maximum hate: +4.00 Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +25 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | masterforged voratun plate armour (11.5 def, 59 armour) masterforged voratun plate armour (11.5 def, 59 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +59 Defense: +12 (+3 eff.) Fatigue: +26% Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +10% physical / +9% lightning / +14% mind / +8% fire / +23% cold / +14% arcane / +5% all Talents cooldown: Infernal Impact (-1 turn) Rush (-5 turns) Talent granted: +4 Rush Physical save: +37 (+9 eff.) Cut immunity: +30% Disarm immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +52% Knockback immunity: +23% Life regen: +6.00 Maximum life: +272.00 A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Demonwhisper' (2 def, 0 armour) cashmere cloak 'Demonwhisper' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 16 darkness Changes stats: +2 Str / +2 Con Changes resistances penetration: +10% light Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes resistances penetration: +8% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning Critical mult.: +8.00% Reduces incoming crit damage: 23.00% Movement speed: +15% Chance to avoid any damage: +8% Amulets can have magical properties. |
Inventory
movement infusion of the duelist (886% speed; 7 turns) movement infusion of the duelist (886% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 886% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (992% speed; 6 turns) movement infusion of the sneak (992% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 992% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 672 over 5 turns) regeneration infusion of the sneak (heal 672 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 672 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 478 over 5 turns) regeneration infusion of the titan (heal 478 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 478 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 14%; cure magical, physical) wild infusion of the psychic (resist 14%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (resist 15%; cure magical, mental)wild infusion of the psychic (resist 15%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 563 for 5 turns) shielding rune of the duelist (absorb 563 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 563 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. cleansing steel amulet of constitution (+3)cleansing steel amulet of constitution (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% nature / +14% blight Poison immunity: +24% Disease immunity: +24% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet of dexterity (+13) wanderer's stralite amulet of dexterity (+13)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +13 Dex / +4 Cun / +4 Con Life regen: +0.90 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of dexterity (+15) wanderer's voratun amulet of dexterity (+15)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +15 Dex / +6 Cun / +6 Con Life regen: +0.80 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glimmervagrant the voratun ring Glimmervagrant the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +10 Cun Changes resistances: +27% acid / +9% light / +30% lightning / +15% blight / +30% cold / +14% nature / +29% fire Changes resistances penetration: +15% light / +10% acid Changes damage: +12% light Poison immunity: +30% Disease immunity: +30% Stun/Freeze immunity: +50% Life regen: +4.80 Rings can have magical properties. |
Guvea GuveaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +7 Wil Critical mult.: +6.00% Life regen: +0.20 Stamina each turn: +0.60 Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Infernowyrd InfernowyrdInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +10 Str / +13 Con Changes resistances: +38% acid Changes resistances penetration: +15% blight / +5% mind Changes damage: +19% acid / +12% fire / +9% blight Spell save: +20 (+9 eff.) Disarm immunity: +49% Pinning immunity: +34% Knockback immunity: +50% Maximum life: +46.00 Maximum stamina: +38.00 Rings can have magical properties. |
More light...:c More light...:cPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Dex / +8 Mag / +3 Wil / +6 Cun Changes resistances: +30% light Changes damage: +15% light / +3% blight Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Blindness immunity: +50% Silence immunity: +44% Mana each turn: +0.36 Spellpower: +19 (+6 eff.) Spell crit. chance: +3% Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 36 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Sepsistorrent the voratun ring Sepsistorrent the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 nature / 12 acid Changes resistances: +3% acid Changes resistances penetration: +10% acid / +5% nature Changes damage: +7% all Spellpower: +14 (+5 eff.) Mindpower: +14 (+4 eff.) Rings can have magical properties. |
Shiny 1.0.1 Shiny 1.0.1Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +34 (+6 eff.) Changes stats: +10 Str / +10 Dex / +8 Con Changes resistances: +38% light Changes damage: +3% acid / +6% blight / +19% light / +8% all Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +26 (+9 eff.) Spell crit. chance: +3% Mindpower: +20 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% Rings can have magical properties. |
Skypeal the voratun ring Skypeal the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 mind Changes stats: +7 Wil / +7 Cun / +5 Con Changes resistances: +18% lightning / +30% fire / +6% mind Changes damage: +9% lightning / +15% fire Spell save: +20 (+9 eff.) Maximum stamina: +28.00 Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Uranarihek UranarihekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +10 Dex Changes resistances: +40% lightning / +3% acid / +16% mind / +6% blight Changes resistances penetration: +10% blight / +15% acid Changes damage: +20% lightning / +16% mind / +6% blight Rings can have magical properties. |
conjurer's stralite ring of warding conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +16% acid / +14% fire / +20% lightning / +13% cold Spellpower: +9 (+3 eff.) Rings can have magical properties. |
conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +6 Mag / +6 Wil / +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +9.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's stralite ring of blinding strikes marksman's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 13% chance to blind Changes stats: +4 Dex Rings can have magical properties. |
marksman's voratun ring of frost (+40%) marksman's voratun ring of frost (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Changes resistances: +40% cold Changes damage: +20% cold Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
obsidian ring obsidian ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% Rings can have magical properties. |
painweaver's stralite ring of perseverance painweaver's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +5% all Stun/Freeze immunity: +44% Life regen: +2.10 Spellpower: +5 (+2 eff.) Mindpower: +16 (+4 eff.) Rings can have magical properties. |
painweaver's voratun ring of frost (+40%) painweaver's voratun ring of frost (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Changes resistances: +40% cold Changes damage: +20% cold / +7% all Spellpower: +15 (+5 eff.) Mindpower: +19 (+5 eff.) Rings can have magical properties. |
pixie's voratun ring of blinding strikes pixie's voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to blind Effects on ranged hit: * 31% chance to blind Changes stats: +7 Cun / +5 Mag Spellpower: +14 (+5 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
rogue's steel ring of the mountain (+12%) rogue's steel ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
rogue's stralite ring of perseverance rogue's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Stun/Freeze immunity: +32% Life regen: +1.20 Rings can have magical properties. |
savior's voratun ring of blinding strikes savior's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 26% chance to blind Physical save: +10 (+2 eff.) Spell save: +17 (+8 eff.) Mental save: +13 (+3 eff.) Rings can have magical properties. |
sneakthief's copper ring of misery sneakthief's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +7 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's gold ring of misery sneakthief's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +8 Cun / +6 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 29%. Rings can have magical properties. |
sneakthief's voratun ring of misery sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +8 Cun / +8 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's voratun ring of speed sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +7 Cun / +8 Dex Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.9 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
solipsist's steel ring of arcana(+0.12/turn) solipsist's steel ring of arcana(+0.12/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Silence immunity: +30% Mana each turn: +0.12 Mindpower: +5 (+2 eff.) Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Life regen: +1.10 Maximum life: +69.00 Mindpower: +9 (+3 eff.) Healing mod.: +17% Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +13 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's voratun ring of speed titan's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +7 Con Physical save: +14 (+4 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.6 Power cost: 36 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 28% for 5 turns. Rings can have magical properties. |
voratun ring 'Earthrebel' voratun ring 'Earthrebel'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Changes resistances: +27% acid / +30% fire / +30% cold / +9% nature / +30% lightning Changes resistances penetration: +10% blight / +25% mind Changes damage: +6% mind / +3% arcane / +8% all Blindness immunity: +50% Maximum mana: +20.00 Spellpower: +20 (+7 eff.) Mindpower: +19 (+5 eff.) Infravision radius: +6 See stealth: +23 See invisible: +25 Rings can have magical properties. |
voratun ring of nature (+38%) voratun ring of nature (+38%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +38% nature Changes damage: +19% nature Rings can have magical properties. |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
wizard's voratun ring of warding wizard's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes resistances: +23% acid / +16% fire / +16% lightning / +17% cold Spell save: +8 (+4 eff.) Rings can have magical properties. |
Zerosandur the voratun battleaxe (68-102 power, 18 apr) Zerosandur the voratun battleaxe (68-102 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +86% Damage (Melee): +19 temporal Burst (radius 1) on hit: +4 blight / +4 physical When wielded/worn: Damage when hit (Melee): 20 temporal Changes stats: +1 Str Changes resistances: +19% temporal Critical mult.: +6.00% Maximum stamina: +10.00 Massive two-handed battleaxes. |
masterforged chilling voratun battleaxe of ruin (105.3-157.95 power, 20 apr) masterforged chilling voratun battleaxe of ruin (105.3-157.95 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 105.3 - 157.9 Uses stat: 143% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +16.0% Attack speed: 119% When this weapon hits: Weakness Disease (10% chance level 3). Damage (Melee): +57 blight / +26 cold / +57 nature / +57 darkness When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Changes damage: +28% light / +28% mind Critical mult.: +20.00% Massive two-handed battleaxes. |
reforged Shantiz the Stormblade (32.3-41.99 power, 23 apr) reforged Shantiz the Stormblade (32.3-41.99 power, 23 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 32.3 - 42.0 Uses stat: 119% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +8 Armour Penetration: +23 Physical crit. chance: +11.0% Attack speed: 103% When this weapon hits: Virulent Disease (10% chance level 1). Damage (Melee): +12 light / +12 cold When wielded/worn: Changes stats: +20 Dex Changes damage: +7% fire / +7% temporal Talent granted: +4 Deadly Strikes Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Sharp, short and deadly. |
reforged Spelldrinker (37.3-48.49 power, 11 apr) reforged Spelldrinker (37.3-48.49 power, 11 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 37.3 - 48.5 Uses stats: 51% Str, 11% Mag, 61% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +8 Armour Penetration: +11 Physical crit. chance: +10.0% Attack speed: 103% When this weapon hits: Disperse Magic (15% chance level 1). Damage (Melee): +12 light / +12 cold When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Changes damage: +7% lightning / +7% blight Talent granted: +4 Flameshock Spell save: +12 (+6 eff.) Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 317.06 to 951.18 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 810.08 to 1620.16 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
This item will automatically be transmogrified when you leave the level. hateful steel greatmaul (25-37.5 power, 2 apr)hateful steel greatmaul (25-37.5 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +12% Living Massive two-handed mauls. |
masterforged arcing voratun greatsword of erosion (120.7-193.12 power, 20 apr) masterforged arcing voratun greatsword of erosion (120.7-193.12 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 120.7 - 193.1 Uses stat: 147% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +40 Armour Penetration: +20 Physical crit. chance: +13.0% Attack speed: 119% When this weapon hits: Lightning (15% chance level 5). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +20 temporal / +67 light / +67 blight / +67 cold / +21 nature When wielded/worn: Changes damage: +32% mind / +32% fire Massive two-handed swords. |
reforged Warmaster Gnarg's Murderblade (102.8-164.48 power, 35 apr) reforged Warmaster Gnarg's Murderblade (102.8-164.48 power, 35 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 102.8 - 164.5 Uses stat: 143% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +40 Armour Penetration: +35 Physical crit. chance: +18.0% Attack speed: 119% When this weapon hits: Disarm (15% chance level 3). Damage (Melee): +57 light / +57 cold Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Changes damage: +28% mind / +28% physical Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Talent granted: +5 Acidic Spray Massive two-handed swords. |
reforged stralite greatsword 'Bleakweeper' (84.4-135.04 power, 6 apr) reforged stralite greatsword 'Bleakweeper' (84.4-135.04 power, 6 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 84.4 - 135.0 Uses stat: 141% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +8 Armour Penetration: +6 Physical crit. chance: +5.5% Attack speed: 103% When this weapon hits: Manathrust (15% chance level 4). On weapon hit: * 40% chance to disease Damage (Melee): +21 cold / +21 arcane / +8 darkness When wielded/worn: Accuracy: +29 (+5 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Dex Changes resistances: +6% darkness / +3% blight Changes resistances penetration: +13% acid / +16% fire / +19% lightning / +12% cold Changes damage: +13% fire / +13% temporal Talent granted: +5 Pulverizing Auger Disarm immunity: +43% Massive two-handed swords. |
Urthyldir the Galemalice Urthyldir the GalemaliceRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +7 Con Changes resistances: +5% arcane Talent mastery: +0.20 Wild-gift / Fungus Mental save: +6 (+2 eff.) Stun/Freeze immunity: +10% It can be used to regenerate 202 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady ash longbow of acidsteady ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Accuracy: +5 (+1 eff.) Changes damage: +8% acid Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
voratun longsword 'Nelachik' (43-60.2 power, 6 apr) voratun longsword 'Nelachik' (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Arcane Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +33 lightning When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +3% light Spell save: +3 (+2 eff.) Disarm immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +15% Sharp, long, and deadly. |
Fearstar (24-26.4 power, 40 apr, demonfire damage) Fearstar (24-26.4 power, 40 apr, demonfire damage)Requires: - Willpower 30 - Magic 30 - Cunning 30 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 30% Wil, 30% Mag, 30% Cun Damage type: Demonfire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes damage: +30% darkness / +30% fire Vim when firing critical spell: +5.00 Psi when firing a critical mind attack: +5.00 Spell crit. chance: +20% Mental crit. chance: +20% Talent on hit(spell): Nightmare (10% chance level 5). Talent on hit(mindpower): Darkfire (10% chance level 5). It can be used to activate talent Spit Blight (costing 22 power out of 30/30) : Effective talent level: 5.0 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 324.63 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Flashnull (20-24 power, 4 apr, temporal element) Flashnull (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +8% Defense: +22 (+6 eff.) Effects on melee hit: * 72% chance to blind Damage when hit (Melee): 22 mind Changes damage: +3% acid / +20% temporal Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Light radius: +8 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 90.17 light damage. Staves designed for wielders of magic, by the greats of the art. |
Staff of Domination (40-48 power, 12 apr, mind element) Staff of Domination (40-48 power, 12 apr, mind element)Requires: - Willpower 40 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 60% Mag, 60% Wil Damage type: Mind Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +30% mind Talent masteries: +0.20 Cursed / Punishments +0.20 Psionic / Focus +0.20 Spell / Illusion +0.20 Psionic / Psychic Assault Mana when firing critical spell: +10.00 Psi when firing a critical mind attack: +5.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +10% Mindpower: +30 (+8 eff.) Mental crit. chance: +10% This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
dual ash starstaff (15-18 power, 3 apr, temporal element) dual ash starstaff (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talents granted: +1 Dual Staff +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
reforged Trident of the Tides (114.3-182.88 power, 36 apr) reforged Trident of the Tides (114.3-182.88 power, 36 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 114.3 - 182.9 Uses stat: 162% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +40 Armour Penetration: +36 Physical crit. chance: +23.0% Attack speed: 119% When this weapon hits: Water Bolt (40% chance level 3). When this weapon hits: Manathrust (15% chance level 4). Damage (Melee): +56 fire / +15 cold / +20 nature / +56 physical When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold / +28% light / +28% arcane Spell save: +18 (+8 eff.) See invisible: +2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
reforged Underworld Trident (74.9-119.84 power, 13 apr) reforged Underworld Trident (74.9-119.84 power, 13 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 74.9 - 119.8 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +13 Physical crit. chance: +6.0% Attack speed: 103% When this weapon hits: Distortion Wave (15% chance level 4). Damage (Melee): +21 lightning / +20 shadowflame / +21 darkness Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Changes damage: +13% light / +13% arcane Talent granted: +5 Deadly Strikes Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel waraxe of massacre (25-35 power, 4 apr)elemental dwarven-steel waraxe of massacre (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +9% fire / +9% lightning / +9% cold One-handed war axes. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
spiritwalker's rough leather belt of shielding spiritwalker's rough leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Mag Mana each turn: +0.16 Maximum mana: +20.00 It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
cashmere cloak 'Yvydheth' (2 def, 0 armour) cashmere cloak 'Yvydheth' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +2 (+0 eff.) Changes stats: +7 Cun / +3 Dex Mental save: +10 (+2 eff.) Maximum psi: +20.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 7 armour) thick cashmere cloak of the voidstalker (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +10% temporal / +17% darkness / +18% cold Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% 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 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
insulating pair of rough leather boots of evasion (12 def, 1 armour) insulating pair of rough leather boots of evasion (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+3 eff.) Fatigue: +1% Changes resistances: +6% fire / +5% cold It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 58 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of evasion (20 def, 11 armour) reinforced pair of drakeskin leather boots of evasion (20 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+5 eff.) Fatigue: +5% Changes resistances: +10% acid / +14% fire / +15% lightning / +12% cold It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 47 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 95.09 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Karegoleg (0 def, 11 armour) Karegoleg (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 15 physical Changes resistances: +9% darkness Changes damage: +9% physical Critical mult.: +10.00% Physical save: +10 (+2 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +13 physical Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the nighthunter (0 def, 8 armour) heroic voratun gauntlets of the nighthunter (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +8 Changes stats: +3 Cun Changes resistances: +11% darkness Mental save: +10 (+2 eff.) Maximum life: +48.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +17 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Bilehack the iron helm (0 def, 3 armour)Bilehack the iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% darkness / +8% cold Changes resistances penetration: +10% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 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. |
masterforged dwarven-steel helm (4 def, 20.5 armour) masterforged dwarven-steel helm (4 def, 20.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+1 eff.) Armour: +20 Defense: +4 (+1 eff.) Fatigue: +2% Changes stats: +1 Con Changes resistances: +3% arcane / +1% physical / +3% nature / +4% all Talent granted: +4 Skullcracker Physical save: +8 (+2 eff.) Mental save: +14 (+4 eff.) Blindness immunity: +7% Confusion immunity: +7% Fear immunity: +7% Stamina each turn: +0.40 Maximum stamina: +32.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (5 def, 20.5 armour) masterforged voratun helm (5 def, 20.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +20 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +6 Str / +10 Wil / +5 Cun Changes resistances: +14% temporal / +14% fire / +14% light / +13% physical Talent granted: +3 Swallow Physical save: +14 (+4 eff.) Mental save: +43 (+11 eff.) Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +92.00 Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of strength (+3) (0 def, 3 armour) miner's rough leather cap of strength (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Str Infravision radius: +1 A cap made of leather. |
reforged Luck? (4 def, 17.5 armour) reforged Luck? (4 def, 17.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +18 Defense: +4 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 4 lightning Changes stats: +17 Lck / +1 Wil Changes resistances: +30% acid / +14% temporal / +14% light / +44% fire / +24% cold / +28% lightning Changes damage: +3% mind / +12% lightning Talent mastery: +0.10 Technique / Combat training Talent granted: +4 Track Allows you to breathe in: water Mental save: +53 (+13 eff.) Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +80.00 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Mental crit. chance: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged dwarven-steel helm 'Sparkpall' (4 def, 16 armour) reforged dwarven-steel helm 'Sparkpall' (4 def, 16 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +16 Defense: +4 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 lightning Changes stats: +6 Str / +3 Dex / +3 Wil / +6 Cun / +6 Con Changes resistances: +6% lightning / -27% light / +6% nature / +6% arcane Talent mastery: +0.10 Technique / Mobility Talent granted: +3 Illuminate Physical save: +12 (+3 eff.) Mental save: +43 (+11 eff.) Blindness immunity: +14% Confusion immunity: +14% Fear immunity: +14% Life regen: +2.60 Stamina each turn: +2.00 Maximum stamina: +83.00 Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap (0 def, 1 armour) stabilizing rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +11 (+3 eff.) A cap made of leather. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour (2 def, 6 armour)enlightening steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +4 Cun / +5 Wil Mental save: +14 (+4 eff.) A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 43, based on Cunning and Magic) for 10 turns, costing 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 121.40 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. troll-hide hardened leather armour (3 def, 6 armour)troll-hide hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +5.40 Healing mod.: +12% A suit of armour made of leather. |
volcanic cured leather armour of the deep (2 def, 12 armour) volcanic cured leather armour of the deep (2 def, 12 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +7% acid / +12% fire / +7% cold / +14% physical Allows you to breathe in: water A suit of armour made of leather. |
masterforged voratun plate armour (13 def, 40.5 armour) masterforged voratun plate armour (13 def, 40.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +13 (+3 eff.) Fatigue: +26% Changes stats: +9 Str / +6 Wil / +9 Cun Changes resistances: +14% acid / +22% physical / +15% darkness / +14% cold Talent cooldown: Track (-2 turns) Talents granted: +5 Burrow +1 Power Catalyst: Mind Physical save: +42 (+10 eff.) Mental save: +21 (+5 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +308.00 Light radius: +1 A suit of armour made of metal plates. |
masterforged voratun plate armour (13 def, 40.5 armour) masterforged voratun plate armour (13 def, 40.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +13 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +4 Con Changes resistances: +14% physical / +14% mind / +14% fire Talent cooldown: True Grit (-3 turns) Talent granted: +5 Second Wind Physical save: +42 (+10 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +9.70 Maximum life: +473.00 Healing mod.: +20% A suit of armour made of metal plates. |
masterforged voratun plate armour (13 def, 72.5 armour) masterforged voratun plate armour (13 def, 72.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +72 Defense: +13 (+3 eff.) Fatigue: +26% Damage (Melee): 16 acid / 11 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +1 Cun Changes resistances: +33% acid / +14% light / +27% fire / +14% lightning / +5% all Talent cooldown: Bleeding Edge (-1 turn) Talent granted: +3 Second Wind Physical save: +42 (+10 eff.) Mental save: +16 (+4 eff.) Cut immunity: +30% Pinning immunity: +30% Stun/Freeze immunity: +30% Life regen: +6.00 Maximum life: +308.00 A suit of armour made of metal plates. |
masterforged crackling voratun shield of reflection (14.5 def, 14 armour, 98-117.6 power, 255 block) masterforged crackling voratun shield of reflection (14.5 def, 14 armour, 98-117.6 power, 255 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 98.0 - 117.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +255 Damage (Melee): +13 lightning When wielded/worn: Armour: +14 Defense: +14 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 13% chance to daze Changes stats: +4 Dex Changes resistances: +14% lightning / +17% light / +15% darkness / +6% fire / +6% arcane / +6% acid Talent cooldown: Explosive Leap (-1 turn) Talents granted: +4 Phantasmal Shield +5 Block Spell save: +35 (+14 eff.) Disarm immunity: +14% Knockback immunity: +14% Handheld deflection devices. |
masterforged stralite shield (12.5 def, 20.5 armour, 75.5-90.6 power, 148.5 block) masterforged stralite shield (12.5 def, 20.5 armour, 75.5-90.6 power, 148.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +148 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +20 Armour Hardiness: +7% Defense: +12 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes resistances: +13% physical / +3% light / +3% cold Talent cooldown: Debilitating Strike (-2 turns) Talents granted: +5 Barrier +4 Block Spell save: +15 (+7 eff.) Disarm immunity: +7% Knockback immunity: +7% Handheld deflection devices. |
masterforged stralite shield (12.5 def, 12 armour, 82.5-99 power, 148.5 block) masterforged stralite shield (12.5 def, 12 armour, 82.5-99 power, 148.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 82.5 - 99.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +148 Damage (Melee): +13 cold When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 cold Damage when hit (Melee): 17 ice Changes resistances: +18% lightning / +3% nature / +3% darkness Talent cooldown: Searing Assault (-1 turn) Talents granted: +3 Arcane Shield +4 Block Spell save: +15 (+7 eff.) Disarm immunity: +7% Knockback immunity: +7% Handheld deflection devices. |
masterforged voratun shield (16 def, 39.5 armour, 111.5-133.8 power, 336 block) masterforged voratun shield (16 def, 39.5 armour, 111.5-133.8 power, 336 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 111.5 - 133.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +336 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +40 Armour Hardiness: +9% Defense: +16 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +14% blight / +14% physical / +14% nature / +14% arcane Talent cooldown: Evasion (-2 turns) Talents granted: +2 Repulsion +5 Block Physical save: +11 (+3 eff.) Spell save: +42 (+16 eff.) Disarm immunity: +30% Knockback immunity: +30% Handheld deflection devices. |
masterforged voratun shield (16 def, 25.5 armour, 106-127.2 power, 245 block) masterforged voratun shield (16 def, 25.5 armour, 106-127.2 power, 245 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 106.0 - 127.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +245 On weapon hit: * 19% chance to daze * deal bonus physical damage equal to your armor When wielded/worn: Armour: +26 Armour Hardiness: +8% Defense: +16 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 6 lightning Damage when hit (Melee): 24 lightning Changes resistances: +14% blight / +24% physical / +14% cold Talent cooldown: Juggernaut (-3 turns) Talent granted: +5 Block Spell save: +42 (+16 eff.) Disarm immunity: +30% Knockback immunity: +30% Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 89 power out of 100/100. The very essence of bearness! |
23 black pearl 23 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
855 alchemist agate 855 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
18 diamond 18 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Issigoran the voratun pickaxe (dig speed 17 turns) Issigoran the voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 16 physical Changes stats: +15 Str / +1 Mag / +10 Wil / +2 Cun Physical save: +25 (+6 eff.) Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 19 turns) voratun pickaxe of wreckage (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +9 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.9 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
23 emerald 23 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 89 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eilinodassra the Scumwilter Eilinodassra the ScumwilterPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 20 nature / 26 fire Changes resistances: +9% temporal / +15% fire Changes damage: +6% temporal Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Grinefast the alchemist's lamp Grinefast the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -2% Damage when hit (Melee): 4 physical Changes stats: +1 Dex Changes resistances: +9% darkness Changes damage: +9% light Damage affinity(heal): +5% light Reduces incoming crit damage: 5.00% Maximum encumbrance: +40 Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 51.37 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Gubrewe the Demonblur Gubrewe the DemonblurInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness / 16 fire Changes resistances: +3% all Changes resistances penetration: +5% fire Changes damage: +6% darkness Spell save: +7 (+4 eff.) Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 5 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's dwarven lantern of illusion void-walker's dwarven lantern of illusionPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Changes resistances: +8% cold / +9% temporal Physical save: +20 (+5 eff.) Spell save: +16 (+8 eff.) Mental save: +17 (+4 eff.) Light radius: +4 Defense after a teleport: +17 Resist all after a teleport: +18% New effects duration reduction after a teleport: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of the zealot watchleader's dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +9 (+4 eff.) Blindness immunity: +33% Confusion immunity: +27% Light radius: +9 See stealth: +11 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
41 alchemist bloodstone 41 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
17 bloodstone 17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 578.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Drops of Blood (0/0, 50-60 power, 15 apr) Drops of Blood (0/0, 50-60 power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stats: 50% Cun, 70% Dex Damage type: Hindering blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 0 When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Taintpython the pouch of voratun shots (24/24, 54.5-65.4 power, 6 apr) Taintpython the pouch of voratun shots (24/24, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 On weapon hit: * Slows global speed by 40% * 10% chance to knock the target back Damage (Ranged): +45 physical / +4 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
19 enormous geode 19 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
5 large geode 5 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
Belybrena the dwarven-steel torque of thermal psionic shield [power 83] (18 cooldown) Belybrena the dwarven-steel torque of thermal psionic shield [power 83] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% acid / +6% cold Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 83 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Berahor the steel torque of kinetic psionic shield [power 49] (18 cooldown) Berahor the steel torque of kinetic psionic shield [power 49] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Dex Maximum hate: +6.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Kindlerock [power 297] (6 cooldown) Kindlerock [power 297] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +9% light Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Maximum encumbrance: +10 Only die when reaching: -40.00 life Maximum life: +10.00 Mindpower: +4 (+1 eff.) It can be used to fire a blast of psionic energies in a range 7 beam (dam 148-297), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Zomas [power 77] (29 cooldown) Zomas [power 77] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil / +2 Mag Changes resistances: +5% arcane Changes damage: +3% arcane Maximum vim: +10.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to harden the skin for 6 turns increasing armour by 77 and armour hardiness by 50%, putting all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 77] (32 cooldown) elm totem of healing [power 77] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 77, and remove up to 2 poisons or diseases, putting all charms on cooldown for 32 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
3 kunzite 3 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
sugilite sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
14 tanzanite 14 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
Adyta the elven-wood wand of trap destruction [power 96] (14 cooldown) Adyta the elven-wood wand of trap destruction [power 96] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +3 cold Changes resistances penetration: +5% physical Talent granted: +1 Ward Mental save: +25 (+6 eff.) Only die when reaching: -40.00 life Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 It can be used to disarm traps (96 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Toxindredge the dragonbone wand of clairvoyance [power 19] (9 cooldown) Toxindredge the dragonbone wand of clairvoyance [power 19] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +6% nature Talent granted: +4 Volcano Maximum pos.energy: +20.00 Spell crit. chance: +1% Light radius: +2 Damage Shield penetration: +40% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 19), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void ash wand of conjuration [power 169] (9 cooldown) void ash wand of conjuration [power 169] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to fire a bolt of a random element (dam 84-169), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
20 fire opal 20 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Blasted Cheater the Superhuman Forge Knight level 31
35th Regrowth 124th year of Ascendancy at 05:50 see stats
By Blasted Cheater the Superhuman Forge Knight level 19
14th Pyre 123rd year of Ascendancy at 07:05 see stats
By Blasted Cheater the Superhuman Forge Knight level 42
65th Haze 124th year of Ascendancy at 04:20 see stats
By Blasted Cheater the Superhuman Forge Knight level 29
45th Haze 123rd year of Ascendancy at 02:50 see stats
By Blasted Cheater the Superhuman Forge Knight level 45
16th Regrowth 125th year of Ascendancy at 19:21 see stats
By Blasted Cheater the Superhuman Forge Knight level 36
38th Dusk 124th year of Ascendancy at 05:57 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
31st Dusk 125th year of Ascendancy at 15:25 see stats
By Blasted Cheater the Superhuman Forge Knight level 45
16th Regrowth 125th year of Ascendancy at 15:38 see stats
By Blasted Cheater the Superhuman Forge Knight level 34
65th Pyre 124th year of Ascendancy at 05:28 see stats
By Blasted Cheater the Superhuman Forge Knight level 22
5th Haze 123rd year of Ascendancy at 08:39 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
7th Flare 125th year of Ascendancy at 11:01 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
45th Pyre 125th year of Ascendancy at 22:02 see stats
By Blasted Cheater the Superhuman Forge Knight level 12
20th Dusk 122nd year of Ascendancy at 12:34 see stats
By Blasted Cheater the Superhuman Forge Knight level 33
50th Regrowth 124th year of Ascendancy at 16:03 see stats
By Blasted Cheater the Superhuman Forge Knight level 31
15th Regrowth 124th year of Ascendancy at 14:11 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
23rd Dusk 125th year of Ascendancy at 07:56 see stats
By Blasted Cheater the Superhuman Forge Knight level 48
36th Regrowth 125th year of Ascendancy at 22:43 see stats
By Blasted Cheater the Superhuman Forge Knight level 18
13rd Pyre 123rd year of Ascendancy at 15:29 see stats
By Blasted Cheater the Superhuman Forge Knight level 19
37th Pyre 123rd year of Ascendancy at 21:35 see stats
By Blasted Cheater the Superhuman Forge Knight level 30
48th Haze 123rd year of Ascendancy at 14:18 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
19th Dusk 125th year of Ascendancy at 18:08 see stats
By Blasted Cheater the Superhuman Forge Knight level 35
27th Dusk 124th year of Ascendancy at 23:49 see stats
By Blasted Cheater the Superhuman Forge Knight level 39
1st Time of Equilibrium 124th year of Ascendancy at 13:31 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
62nd Pyre 125th year of Ascendancy at 03:58 see stats
By Blasted Cheater the Superhuman Forge Knight level 19
14th Pyre 123rd year of Ascendancy at 06:42 see stats
By Blasted Cheater the Superhuman Forge Knight level 37
38th Dusk 124th year of Ascendancy at 11:09 see stats
By Blasted Cheater the Superhuman Forge Knight level 45
25th Regrowth 125th year of Ascendancy at 08:23 see stats
By Blasted Cheater the Superhuman Forge Knight level 10
1st Dusk 122nd year of Ascendancy at 13:07 see stats
By Blasted Cheater the Superhuman Forge Knight level 20
38th Pyre 123rd year of Ascendancy at 11:11 see stats
By Blasted Cheater the Superhuman Forge Knight level 30
48th Haze 123rd year of Ascendancy at 05:14 see stats
By Blasted Cheater the Superhuman Forge Knight level 40
21st Haze 124th year of Ascendancy at 09:46 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
41st Regrowth 125th year of Ascendancy at 00:55 see stats
By Blasted Cheater the Superhuman Forge Knight level 32
45th Regrowth 124th year of Ascendancy at 21:36 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
64th Dusk 125th year of Ascendancy at 16:05 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
35th Pyre 125th year of Ascendancy at 07:22 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
55th Regrowth 125th year of Ascendancy at 21:45 see stats
By Blasted Cheater the Superhuman Forge Knight level 7
8th Mirth 122nd year of Ascendancy at 01:07 see stats
By Blasted Cheater the Superhuman Forge Knight level 25
27th Haze 123rd year of Ascendancy at 21:32 see stats
By Blasted Cheater the Superhuman Forge Knight level 35
37th Dusk 124th year of Ascendancy at 07:37 see stats
By Blasted Cheater the Superhuman Forge Knight level 17
11st Pyre 123rd year of Ascendancy at 20:06 see stats
By Blasted Cheater the Superhuman Forge Knight level 33
50th Regrowth 124th year of Ascendancy at 19:18 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
23rd Dusk 125th year of Ascendancy at 07:55 see stats
By Blasted Cheater the Superhuman Forge Knight level 37
38th Dusk 124th year of Ascendancy at 09:57 see stats
By Blasted Cheater the Superhuman Forge Knight level 7
3rd Flare 122nd year of Ascendancy at 04:55 see stats
By Blasted Cheater the Superhuman Forge Knight level 19
14th Pyre 123rd year of Ascendancy at 07:05 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
23rd Dusk 125th year of Ascendancy at 07:56 see stats
By Blasted Cheater the Superhuman Forge Knight level 50
27th Pyre 125th year of Ascendancy at 09:13 see stats
By Blasted Cheater the Superhuman Forge Knight level 13
67th Dusk 122nd year of Ascendancy at 08:44 see stats
By Blasted Cheater the Superhuman Forge Knight level 30
48th Haze 123rd year of Ascendancy at 16:31 see stats
By Blasted Cheater the Superhuman Forge Knight level 39
5th Haze 124th year of Ascendancy at 22:33 see stats
By Blasted Cheater the Superhuman Forge Knight level 32
50th Regrowth 124th year of Ascendancy at 14:17 see stats
By Blasted Cheater the Superhuman Forge Knight level 19
37th Pyre 123rd year of Ascendancy at 17:10 see stats
By Blasted Cheater the Superhuman Forge Knight level 28
44th Haze 123rd year of Ascendancy at 13:57 see stats
Log
Cryomancer's Ice Shards hits Blasted Cheater for 14 cold, 5 healing (14 total damage) [5 healing].
Blasted Cheater performs a melee critical strike against Cryomancer!
Blasted Cheater performs a melee critical strike against Cryomancer!
Blasted Cheater hits Cryomancer for 2470 physical damage.
Blasted Cheater killed Cryomancer!
Resting starts...
Rested for 6 turns (stop reason: all resources and life at maximum).
Talent Powerful Strikes is ready to use.
There is a portal back here (press '' or right click to use).
Ran for 35 turns (stop reason: at exit).
There is a portal back here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Resting starts...
Rested for 21 turns (stop reason: all resources and life at maximum).
There is a portal back here (press '' or right click to use).
Your summoned will o' the wisp disappears.
There is a portal back here (press '' or right click to use).
Blasted Cheater deactivates Chant of Fortress.