Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Superhuman |
Class | Hedgeknight |
Level / Exp | 200 / 6669% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 404 (base 100) |
Dexterity | 267 (base 100) |
Constitution | 378 (base 100) |
Magic | 152 (base 67) |
Willpower | 266 (base 100) |
Cunning | 310 (base 100) |
Resources
Life | 28859/28859 |
Stamina | 1431/1431 |
Equilibrium | 59 |
Healing Factor | 2.5 |
Regeneration | 306.17336286089 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +114% |
Spell | 0% |
Global | +220% |
Vision
Sight | 12 |
Lite | -3 |
Infravision | 57 |
See Stealth | 27 |
See Invisible | 73 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 1011 |
Accuracy | 171 |
Crit Chance | 288% |
APR | 161 |
Speed | 0.82 |
Offense: Spell
Spellpower | 97.2 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 160.13333333333 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +23% |
Offense: Damage Penetration
All | +21% |
Defense: Base
Armour (hardiness) | 364.24142751859 (100%) |
Defense | 101.025 |
Ranged Defense | 107.19166666667 |
Fatigue | 0 |
Physical Save | 151.29375 |
Spell Save | 99.99 |
Mental Save | 152.40625 |
Defense: Resistances
All | + 56%( 83%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 52% |
Blind Resistance | 100% |
Silence Resistance | 35% |
Bleed Resistance | 80% |
Disarm Resistance | 100% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1370 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 934 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 13 turns. While Heroism is active, you will only die when reaching -1315 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Thorns | 1.50 |
| 20/5 |
| 17/5 |
| 20/5 |
| 20/5 |
Wild-gift / Moss | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Bush-guardian | 1.50 |
| 20/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Cunning / Poisons | 1.69 |
| 11/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Wild-gift / Petals | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Cunning / Tactical | 1.70 |
| 19/5 |
| 20/5 |
| 5/5 |
| 16/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 13/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Technique / Combat training | 1.50 |
| 20/5 |
| 3/5 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Wild-gift / Tree | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 19/5 |
Technique / Conditioning | 1.50 |
| 15/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Thorn Body |
talent | Bushy Beard |
talent | Roll With It |
talent | Sap |
talent | Elemental Harmony |
talent | Wild Growth |
talent | Numbing Poison |
talent | Exploit Weakness |
beneficial effect | Countering melee attacks: Has a 93% chance to get an automatic counter attack when avoiding a melee attack. (3.6 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 |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Willpower by +1. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 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 |
Equipment
On feet | pair of dwarven-steel boots 'Aridin' (4 def, 16 armour) pair of dwarven-steel boots 'Aridin' (4 def, 16 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +16 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +14 Str / +1 Dex / +2 Mag / +5 Wil / +20 Con Changes resistances: +3% mind / +17% fire / +12% nature / +11% cold Changes resistances penetration: +19% physical Changes damage: +8% physical Spell save: +3 (+1 eff.) Disease immunity: +5% Knockback immunity: +20% Life regen: +3.90 Mindpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +3 Healing mod.: +22% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Boltmortal' alchemist's lamp 'Boltmortal'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +22 Physical crit. chance: +25.0% Physical power: +40 (+4 eff.) Effects on melee hit: * 45% chance to corrode armour * 15% chance to daze Damage when hit (Melee): 4 physical Changes stats: +28 Wil / +22 Cun / +9 Con Changes resistances: +19% blight / +2% physical Changes resistances penetration: +5% physical / +21% all Changes damage: +6% lightning Critical mult.: +78.00% Physical save: +37 (+5 eff.) Mental save: +17 (+2 eff.) Blindness immunity: +37% Confusion immunity: +18% Life regen: +8.10 Only die when reaching: -60.00 life Maximum life: +203.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +7% Light radius: -11 Infravision radius: +21 See stealth: +27 See invisible: +31 Healing mod.: +67% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Isilewe (7 def, 17 armour) Isilewe (7 def, 17 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +25 (+2 eff.) Armour: +17 Defense: +7 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 blight / 8 physical / 28 temporal Changes stats: +29 Str / +18 Dex / +6 Mag / +22 Wil / +8 Cun / +12 Con / +10 Lck Changes resistances: +11% lightning / +9% darkness / +57% fire / +5% all / +11% acid / +10% physical / +31% blight / +55% cold / +13% mind Changes damage: +13% blight / +13% arcane / +6% mind Reduces incoming crit damage: 10.00% Physical save: +38 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +53 (+7 eff.) Confusion immunity: +38% Knockback immunity: +15% Spell crit. chance: +9% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Infravision radius: +3 Defense after a teleport: +25 Resist all after a teleport: +10% New effects duration reduction after a teleport: +45% It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Tool | Bilestake the iron pickaxe (dig speed 1 turns) Bilestake the iron pickaxe (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +12 Physical power: +6 (+1 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +7 Wil / +6 Cun / +4 Con Changes resistances: +20% nature / +6% physical Changes resistances penetration: +26% physical Changes damage: +21% nature / +7% fire / +7% mind / +9% darkness Grants telepathy: Humanoid/Orc Critical mult.: +12.00% Physical save: +14 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +20 (+2 eff.) Maximum life: +170.00 Maximum stamina: +54.00 Lowers spell cool-downs by: 10% Light radius: +2 Infravision radius: +13 See invisible: +27 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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. |
On fingers | voratun ring 'Beteleda' voratun ring 'Beteleda'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +17 Physical power: +35 (+4 eff.) Defense: +49 (+8 eff.) Damage when hit (Melee): 12 mind Changes stats: +14 Str / +7 Mag / +10 Wil / +26 Cun / +19 Con Changes resistances: +32% acid / +9% cold / +20% arcane Changes resistances penetration: +15% physical Changes damage: +16% acid / +20% arcane / +8% all Grants telepathy: Dragon Physical save: +20 (+2 eff.) Spell save: +23 (+4 eff.) Blindness immunity: +10% Life regen: +3.80 Maximum life: +183.00 Spellpower: +28 (+5 eff.) Mindpower: +35 (+4 eff.) Movement speed: +24% Healing mod.: +53% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Bethubretta BethubrettaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +53 (+5 eff.) Armour penetration: +15 Physical power: +26 (+3 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 16 arcane Changes stats: +8 Str / +25 Dex / +16 Wil / +43 Cun / +13 Con Changes resistances: +34% acid / +25% blight / +108% fire / +27% mind / +61% nature Changes damage: +17% acid / +18% nature / +54% fire / +30% mind / +8% all Spell save: +18 (+3 eff.) Mental save: +41 (+5 eff.) Poison immunity: +52% Disease immunity: +43% Stun/Freeze immunity: +44% Life regen: +7.10 Maximum life: +169.00 Maximum stamina: +29.00 Spellpower: +17 (+3 eff.) Mindpower: +55 (+6 eff.) Healing mod.: +51% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Polissra PolissraPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +13 (+1 eff.) Fatigue: -5% Changes stats: +10 Dex / +23 Mag / +14 Wil / +12 Cun / +2 Con / +8 Lck Changes resistances: +11% light / +11% darkness Changes resistances penetration: +25% mind Changes damage: +9% mind Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +20 Stealth bonus: +11 Maximum encumbrance: +44 Physical save: +33 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +61 (+8 eff.) Mana each turn: +1.15 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum life: +77.00 Maximum mana: +120.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Mindpower: +32 (+4 eff.) Mental crit. chance: +11% Infravision radius: +7 Size category: +1 A belt that goes around your waist. |
In main hand | Camylathablek the voratun battleaxe (61-91.5 power, 4 apr) Camylathablek the voratun battleaxe (61-91.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 61.0 - 91.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +13.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 47% chance to disease * 49% chance to cause random gloom * Random elemental explosion * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 lightning / +56 blight / +59 mind Burst (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +21 Physical crit. chance: +40.0% Physical power: +42 (+4 eff.) Armour: +2 Effects on melee hit: * 10% chance to disease Changes stats: +10 Dex / +7 Wil / +7 Cun / +10 Con Changes resistances: +6% light Changes resistances penetration: +23% acid / +21% physical / +16% cold / +24% fire / +24% lightning Changes damage: +3% blight Critical mult.: +32.00% Disease immunity: +77% Disarm immunity: +48% Confusion immunity: +5% Pinning immunity: +10% Knockback immunity: +20% Mental crit. chance: +3% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +39% * Grants [Sweeping Blows] Talent It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
On hands | Gloryselera the Healrune (0 def, 35 armour) Gloryselera the Healrune (0 def, 35 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +76 (+8 eff.) Armour penetration: +29 Physical crit. chance: +29.0% Armour: +35 Armour Hardiness: +11% Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 14 temporal / 28 darkness / 28 mind Damage (Ranged): 14 temporal Changes stats: +4 Str / +31 Dex / +19 Cun / +23 Con Changes resistances: +9% physical / +11% temporal Changes resistances penetration: +10% nature Changes damage: +3% physical / +8% temporal Talent granted: +3 Block Critical mult.: +22.00% Physical save: +97 (+12 eff.) Spell save: +25 (+4 eff.) Mental save: +73 (+9 eff.) Disarm immunity: +188% Life regen: +5.90 Stamina each turn: +2.20 Psi each turn: +0.25 Maximum life: +256.00 Maximum mana: +20.00 Maximum stamina: +26.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +28% Mindpower: +8 (+1 eff.) Mental crit. chance: +26% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Tauntlets behave like a shield, and allow you to block attacks. 39 block power. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% A turtle shell fit with a simple strap. It covers the entire forearm. |
Main armor | Berain the Flashblood (59 def, 16 armour) Berain the Flashblood (59 def, 16 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +32 (+3 eff.) Armour: +16 Defense: +59 (+10 eff.) Ranged Defense: +33 (+6 eff.) Fatigue: +7% Effects on melee hit: * 45% chance to daze Damage (Melee): 7 lightning / 7 darkness / 7 acid Damage (Ranged): 7 lightning / 7 darkness / 7 acid Damage when hit (Melee): 7 light / 14 physical Changes stats: +18 Str / +17 Dex / +12 Mag / +26 Wil / +18 Cun Changes resistances: +46% lightning / +27% temporal / +36% darkness / +39% fire / +17% nature / +45% acid / +2% physical / +18% blight / +58% cold / +7% mind Changes damage: +9% light / +6% lightning Physical save: +10 (+1 eff.) Mental save: +118 (+14 eff.) Blindness immunity: +25% Disease immunity: +10% Silence immunity: +35% Disarm immunity: +10% Life regen: +2.20 Maximum life: +64.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +14% Mindpower: +30 (+3 eff.) Mental crit. chance: +13% Light radius: +2 Movement speed: +60% Healing mod.: +18% Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
Cloak | Desert Shade (10 def, 0 armour) Desert Shade (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 20 blinding physical Changes resistances: +10% physical / +10% fire Changes damage: +10% physical Talent mastery: Stealth bonus: +10 Physical save: +10 (+1 eff.) It can be used to activate talent Sandstorm (costing 20 power out of 25/25) : Effective talent level: 4.0 Power cost: 20 out of 25/25. Range: 8 Travel Speed: 200% of base Is: a spell and a nature gift Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 189.90 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 335.66 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 14 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
Around neck | Elaba the voratun amulet Elaba the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Physical power: +9 (+1 eff.) Armour: +15 Defense: +20 (+3 eff.) Fatigue: -29% Changes stats: +15 Str / +30 Dex / +11 Mag / +12 Wil / +28 Cun / +38 Con Changes resistances: +28% mind Changes resistances cap: +13% all Changes damage: +15% temporal / +16% light / +29% physical / +29% blight / +28% fire / +6% mind / +16% darkness Talent mastery: +0.39 Cunning / Poisons Critical mult.: +88.00% Physical save: +93 (+11 eff.) Spell save: +25 (+4 eff.) Mental save: +50 (+6 eff.) Blindness immunity: +30% Cut immunity: +80% Confusion immunity: +100% Life regen: +6.30 Stamina each turn: +4.30 Equilibrium when hit: +0.04 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +5.00 Maximum life: +63.00 Maximum stamina: +15.00 Maximum vim: +10.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +15% Mindpower: +28 (+3 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +30% Combat speed: +10% Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 870 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 4; dispells darkness)sun infusion (rad 10; power 22; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 57%; cure magical) wild infusion of the sneak (resist 57%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 57% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 61%; cure magical) wild infusion of the warrior (resist 61%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 61% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+8 for 13 turns, die at -443) heroism infusion (+8 for 13 turns, die at -443)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -443 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+8 for 13 turns, die at -677) heroism infusion (+8 for 13 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 7 turns, die at -270) heroism infusion (+5 for 7 turns, die at -270)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 7 turns. While Heroism is active, you will only die when reaching -270 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 13 turns, die at -667)heroism infusion (+8 for 13 turns, die at -667) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -667 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+58 for 7 turns, die at -1844) heroism infusion of the titan (+58 for 7 turns, die at -1844)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 58 for 7 turns. While Heroism is active, you will only die when reaching -1844 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1589% regen over 10 turns; 79 instant mana)manasurge rune (1589% regen over 10 turns; 79 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. manasurge rune (1447% regen over 10 turns; 72 instant mana)manasurge rune (1447% regen over 10 turns; 72 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1447% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 764 for 5 turns) shielding rune of the wizard (absorb 764 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 764 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 325) teleportation rune of the duelist (range 325)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 325 with a minimum range of 15. 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. |
teleportation rune of the duelist (range 315) teleportation rune of the duelist (range 315)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 315 with a minimum range of 15. 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. |
teleportation rune of the sneak (range 330) teleportation rune of the sneak (range 330)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 330 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet of healing stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Cut immunity: +60% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 732 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Changes stats: +6 Con Critical mult.: +20.00% Physical save: +20 (+2 eff.) Life regen: +3.00 Maximum life: +80.00 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 10 power out of 20/30. 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. |
mule's gold ring of life mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Maximum encumbrance: +32 Life regen: +1.40 Maximum life: +73.00 Healing mod.: +22% Rings can have magical properties. |
warrior's gold ring of speed warrior's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +8 Defense: +11 (+2 eff.) Changes stats: +4 Str Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
painweaver's stralite ring of blight (+15%) painweaver's stralite ring of blight (+15%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+1 eff.) Changes resistances: +15% blight Changes damage: +15% blight / +8% all Spellpower: +17 (+3 eff.) Mindpower: +17 (+2 eff.) Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+2 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
This item will automatically be transmogrified when you leave the level. gladiator's voratun ring of miserygladiator's voratun ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
painweaver's voratun ring of misery painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +10 Cun Changes damage: +8% all Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +20 (+4 eff.) Mindpower: +20 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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. |
warrior's voratun ring of sensing warrior's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Blindness immunity: +49% Infravision radius: +6 See stealth: +25 See invisible: +22 Rings can have magical properties. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)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 (+8 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 200 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." |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Aduth (24-36 power, 2 apr) Aduth (24-36 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 nature Changes resistances: +7% all Changes resistances penetration: +12% nature Mental save: +6 (+1 eff.) Silence immunity: +20% Confusion immunity: +10% Massive two-handed battleaxes. |
Cloudwreck the steel battleaxe (53-79.5 power, 2 apr) Cloudwreck the steel battleaxe (53-79.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 24% chance to daze * 39% chance to corrode armour * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +42 insidious poison / +8 blight / +10 mind Burst (radius 1) on hit: +8 mind / +4 acid Burst (radius 2) on crit: +21 ice / +32 fire / +16 lightning When wielded/worn: Armour penetration: +13 Physical crit. chance: +78.0% Physical power: +26 (+3 eff.) Armour: +13 Effects on melee hit: * 30% chance to corrode armour * 45% chance to daze Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +3% lightning / +3% blight / +9% all Changes resistances penetration: +13% acid / +13% cold / +12% darkness / +13% nature / +10% blight / +26% fire / +13% mind / +23% lightning Changes damage: +9% blight / +6% mind Critical mult.: +20.00% Life regen: +2.00 Global speed: +8% * Grants [Heavy Strike] Talent It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe of erosion (34.5-51.75 power, 2 apr) elemental dwarven-steel battleaxe of erosion (34.5-51.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 nature / +20 temporal When wielded/worn: Changes resistances penetration: +19% acid / +19% fire / +19% lightning / +19% cold Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe of massacre (47-70.5 power, 2 apr) elemental dwarven-steel battleaxe of massacre (47-70.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +19% acid / +19% fire / +19% lightning / +19% cold Massive two-handed battleaxes. |
Stokesmash the stralite battleaxe (81.5-122.25 power, 3 apr) Stokesmash the stralite battleaxe (81.5-122.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 81.5 - 122.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +24 acid / +24 temporal / +35 cold / +16 nature / +20 fire Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +38 (+4 eff.) Armour penetration: +36 Physical crit. chance: +35.0% Physical power: +17 (+2 eff.) Damage when hit (Melee): 8 fire / 29 light / 8 temporal Changes stats: +16 Str / +9 Con Changes resistances: +13% all Changes resistances penetration: +33% physical / +5% light / +10% fire / +19% nature / +10% temporal Changes damage: +9% temporal / +57% physical Critical mult.: +26.00% Disarm immunity: +42% Stamina when hit: +6.00 * Grants [Sweeping Blows] Talent Massive two-handed battleaxes. |
Delanarithad the yew greatclub (41.5-62.25 power, 2 apr) Delanarithad the yew greatclub (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to bind On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +45 insidious poison / +30 nature / +16 mind When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +64 Physical crit. chance: +90.0% Physical power: +14 (+1 eff.) Defense: +14 (+2 eff.) Damage when hit (Melee): 9 mind / 9 darkness Changes stats: +14 Cun Changes resistances: +6% nature / +2% physical Changes resistances penetration: +26% physical Changes damage: +28% physical / +9% mind / +9% darkness Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.96 Psionic / Voracity +0.96 Cursed / Dark sustenance Critical mult.: +101.00% Reduces incoming crit damage: 20.00% Disease immunity: +10% Silence immunity: +30% Disarm immunity: +46% Stun/Freeze immunity: +25% Knockback immunity: +10% Teleport immunity: +20% Hate per kill: +19.00 Psi per kill: +20.00 Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +10 (+1 eff.) * Grants [Sweeping Blows] Talent It can be used to inflict 713.53 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. Massive two-handed clubs. |
elven-wood greatclub 'Chargebile' (61-91.5 power, 3 apr) elven-wood greatclub 'Chargebile' (61-91.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 61.0 - 91.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 18% chance to inflict damage reduction * 40% chance to blind * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +4 mind Burst (radius 1) on hit: +12 nature / +4 lightning When wielded/worn: Physical crit. chance: +32.0% Physical power: +16 (+2 eff.) Effects on melee hit: * 55% chance to blind Damage when hit (Melee): 16 nature / 16 light Changes stats: +9 Cun Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +16% mind / +16% darkness Changes damage: +15% lightning Talent masteries: +0.24 Psionic / Voracity +0.24 Cursed / Dark sustenance Critical mult.: +26.00% Mental save: +11 (+1 eff.) Hate per kill: +6.00 Psi per kill: +5.00 Maximum psi: +48.00 Mindpower: +12 (+1 eff.) Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +33 It can be used to inflict 548.86 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. Massive two-handed clubs. |
elven-wood greatclub 'Zuboriariwen' (56-84 power, 3 apr) elven-wood greatclub 'Zuboriariwen' (56-84 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Changes stats: +2 Mag / +2 Wil Changes resistances: +8% blight Changes resistances penetration: +5% arcane Changes damage: +8% nature / +9% acid Critical mult.: +22.00% Disease immunity: +16% Mana each turn: +0.04 Equilibrium when hit: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Massive two-handed clubs. |
Gunikor the dragonbone greatclub (76.5-114.75 power, 4 apr) Gunikor the dragonbone greatclub (76.5-114.75 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +8 temporal / +4 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour penetration: +28 Physical crit. chance: +30.0% Changes resistances: +3% mind Critical mult.: +38.00% Mental save: +10 (+1 eff.) Maximum psi: +50.00 Massive two-handed clubs. |
crushing iron greatmaul of dampening (23.5-35.25 power, 1 apr) crushing iron greatmaul of dampening (23.5-35.25 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +12% fire / +12% lightning / +12% cold Spell save: +7 (+1 eff.) Massive two-handed mauls. |
iron greatmaul of phasing (20-30 power, 10 apr) iron greatmaul of phasing (20-30 power, 10 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% Massive two-handed mauls. |
dwarven-steel greatmaul of torment (41.5-62.25 power, 2 apr) dwarven-steel greatmaul of torment (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +16% mind / +16% darkness Massive two-handed mauls. |
glacial stralite greatmaul of purging (54.5-81.75 power, 3 apr) glacial stralite greatmaul of purging (54.5-81.75 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +21 nature Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +17 Changes resistances penetration: +19% cold Massive two-handed mauls. |
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 Mastery: Weapons Mastery 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 772.62 to 2317.86 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 2179.31 to 4358.62 physical damage (based on Strength) to each, costing 50 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. |
Mayuna the Scumwake (67.5-101.25 power, 4 apr) Mayuna the Scumwake (67.5-101.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +21 acid / +8 nature Burst (radius 1) on hit: +23 light / +35 fire Burst (radius 2) on crit: +12 fire Damage conversion: 63% light When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +38.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Str Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +19% light Changes damage: +19% physical Stamina when hit: +4.00 Massive two-handed mauls. |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+2 eff.) Physical power: +12 (+1 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Loamresolve the dwarven-steel greatspear (51-81.6 power, 16 apr) Loamresolve the dwarven-steel greatspear (51-81.6 power, 16 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Nature Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * 17% chance to inflict damage reduction * 20% chance to cause random gloom * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +24 cold / +17 mind / +50 % trip chance Burst (radius 1) on hit: +51 lightning Burst (radius 2) on crit: +20 nature Damage conversion: 139% lightning Thrust Range: 2 When wielded/worn: Physical crit. chance: +42.0% Physical power: +36 (+4 eff.) Changes stats: +1 Mag Changes resistances: +3% light / +3% darkness / +9% nature Changes resistances penetration: +51% lightning / +5% blight / +28% darkness / +25% mind Changes damage: +51% lightning Spell save: +3 (+1 eff.) Silence immunity: +10% Pinning immunity: +5% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A heavy spear. |
hooked stralite greatspear (46.5-74.4 power, 12 apr) hooked stralite greatspear (46.5-74.4 power, 12 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +4.5% Attack speed: 83% Damage (Melee): +39 % trip chance Thrust Range: 2 When wielded/worn: Physical power: +6 (+1 eff.) A heavy spear. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
stralite greatsword 'Glavena' (49.5-79.2 power, 3 apr) stralite greatsword 'Glavena' (49.5-79.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +66 cold Burst (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +19 Physical crit. chance: +36.0% Changes stats: +9 Str / +3 Mag / +2 Wil / +1 Con Changes resistances penetration: +10% acid Changes damage: +6% acid / +19% physical Critical mult.: +26.00% Stamina when hit: +3.00 * Grants [Sweeping Blows] Talent Massive two-handed swords. |
Miresorrow (93.5-149.6 power, 25 apr) Miresorrow (93.5-149.6 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 93.5 - 149.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +84% Damage (Melee): +4 arcane / +42 cold / +12 darkness / +8 nature Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +83 Physical crit. chance: +53.0% Physical power: +14 (+1 eff.) Defense: +19 (+3 eff.) Damage when hit (Melee): 8 temporal Changes stats: +7 Con Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +5% arcane / +83% physical Changes damage: +57% physical / +3% darkness / +6% nature Critical mult.: +28.00% Disarm immunity: +119% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of massacre (80.5-128.8 power, 4 apr)chilling voratun greatsword of massacre (80.5-128.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +30 cold Massive two-handed swords. |
inquisitor's voratun greatsword of rage (62-99.2 power, 4 apr) inquisitor's voratun greatsword of rage (62-99.2 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Accuracy: +19 (+2 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +4.00 Massive two-handed swords. |
thunderous voratun greatsword (63-100.8 power, 4 apr) thunderous voratun greatsword (63-100.8 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 37% chance to daze When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances penetration: +20% lightning Massive two-handed swords. |
coral trident 'Tempestfoe' (37-59.2 power, 6 apr) coral trident 'Tempestfoe' (37-59.2 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +4.5% Attack speed: 111% On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +28 insidious poison / +12 acid / +12 mind Burst (radius 1) on hit: +16 lightning Thrust Range: 2 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +40 Physical crit. chance: +50.0% Physical power: +40 (+4 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal / 20 fire Changes stats: +5 Dex / +6 Con Changes resistances: +6% blight / +12% temporal Changes resistances penetration: +5% lightning / +15% temporal / +30% darkness / +5% fire / +30% mind / +50% physical Changes damage: +6% blight / +30% physical / +9% lightning Critical mult.: +17.00% Disarm immunity: +78% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Arcmire the deep-steel trident (65-104 power, 10 apr) Arcmire the deep-steel trident (65-104 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +1.6% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +17.5% Attack speed: 111% On weapon hit: * 20% chance to inflict damage reduction * 69% chance to disease * 60% chance to corrode armour * 28% chance to daze * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +56 insidious poison Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +48 ice / +4 blight When wielded/worn: Accuracy: +62 (+6 eff.) Armour penetration: +32 Physical crit. chance: +40.0% Physical power: +14 (+1 eff.) Armour: +32 Effects on melee hit: * 15% chance to daze * 30% chance to disease Changes stats: +24 Str / +12 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% lightning Changes resistances penetration: +30% acid / +16% physical / +20% light / +32% cold / +51% lightning Changes damage: +60% physical Critical mult.: +23.00% Life regen: +4.00 Stamina when hit: +8.00 * Grants [Sweeping Blows] Talent * Grants [Heavy Strike] Talent A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Iselaith the deep-steel trident (45-72 power, 10 apr) Iselaith the deep-steel trident (45-72 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +10 Physical crit. chance: +9.5% Attack speed: 125% On weapon hit: * 26% chance to disease * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +27 blight / +26 cold / +17 darkness Damage against: +20% Living Thrust Range: 2 When wielded/worn: Accuracy: +56 (+6 eff.) Armour penetration: +59 Physical crit. chance: +62.0% Physical power: +32 (+3 eff.) Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +14 Str / +13 Dex / +7 Mag / +7 Wil Changes resistances: +1% physical / +9% light / +3% darkness Changes resistances penetration: +30% physical / +42% mind / +32% darkness Changes damage: +9% mind / +64% physical Critical mult.: +46.00% Cut immunity: +20% Silence immunity: +10% Confusion immunity: +10% Stamina when hit: +4.00 Spellpower: +12 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +50 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental stralite mace of ruin (36.5-51.1 power, 5 apr) elemental stralite mace of ruin (36.5-51.1 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +13% acid / +15% fire / +15% lightning / +11% cold Critical mult.: +17.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun mace of disruption (44-61.6 power, 6 apr)balanced voratun mace of disruption (44-61.6 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +14 (+2 eff.) Disarm immunity: +34% Blunt and deadly. |
Eclipsevortex (29.5-41.3 power, 5 apr) Eclipsevortex (29.5-41.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * Random elemental explosion * 20% chance to torment the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +34 acid / +22 cold / +49 darkness Damage against: +17% Living When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +13 Physical crit. chance: +23.0% Changes stats: +6 Dex Changes resistances penetration: +15% acid / +13% physical / +13% darkness / +13% fire / +15% cold / +13% mind / +15% lightning Changes damage: +12% physical / +3% light / +12% arcane Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. tangling voratun waraxe of ruin (41.5-58.1 power, 6 apr)tangling voratun waraxe of ruin (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Damage when hit (Melee): 10 nature Critical mult.: +20.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. magnetized voratun swordbreaker of true breaking (26.5-34.45 power, 6 apr)magnetized voratun swordbreaker of true breaking (26.5-34.45 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 5 Base power: 26.5 - 34.5 Uses stats: 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * maims the target When wielded/worn: Physical crit. chance: +9.0% Armour Hardiness: +11% Defense: +20 (+3 eff.) Changes resistances: +21% lightning / +11% physical Physical save: +19 (+2 eff.) A small blade with many notches along its edge. |
This item will automatically be transmogrified when you leave the level. magnetized voratun swordbreaker of true breaking (25.5-33.15 power, 6 apr)magnetized voratun swordbreaker of true breaking (25.5-33.15 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 5 Base power: 25.5 - 33.1 Uses stats: 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * maims the target When wielded/worn: Physical crit. chance: +8.0% Armour Hardiness: +11% Defense: +23 (+4 eff.) Changes resistances: +20% lightning / +7% physical Physical save: +19 (+2 eff.) A small blade with many notches along its edge. |
Ivetta the dwarven-steel throwing knives (4/4, 39.5-51.35 power, 34 apr) Ivetta the dwarven-steel throwing knives (4/4, 39.5-51.35 power, 34 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 3 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +34 Physical crit. chance: +35.0% Attack speed: 100% Firing range: +4 Capacity: 4 On weapon hit: * 19% chance to cause random gloom * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Travel speed: +900% Damage (Melee): +40 insidious poison / +13 mind Damage (Ranged): +23 lightning / +14 physical / +13 temporal Burst (radius 1) on hit: +4 temporal / +8 physical Burst (radius 2) on crit: +11 lightning When wielded/worn: Ammo reloads per turn: +6 Changes stats: +5 Cun / +5 Wil These knives are specially weighted to be thrown. |
stralite throwing knives 'Striketreason' (5/5, 50-65 power, 29 apr) stralite throwing knives 'Striketreason' (5/5, 50-65 power, 29 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 4 Base power: 50.0 - 65.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +29 Physical crit. chance: +32.0% Attack speed: 111% Firing range: +4 Capacity: 5 On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown Travel speed: +400% Damage (Melee): +17 light Damage (Ranged): +17 darkness / +8 blight / +28 cold / +24 arcane / +17 mind Burst (radius 2) on crit: +16 lightning / +10 cold / +4 blight Damage against: +21% Undead When wielded/worn: Accuracy: +13 (+1 eff.) Changes stats: +6 Dex These knives are specially weighted to be thrown. |
Pyresage (39.5-43.45 power, 3 apr) Pyresage (39.5-43.45 power, 3 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Base power: 39.5 - 43.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 200% On weapon hit: * 21% chance to corrode armour * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +34 mind / +15 darkness / +104 % trip chance Burst (radius 1) on hit: +17 fire Damage against: +17% Living When wielded/worn: Accuracy: +80 (+8 eff.) Armour penetration: +23 Physical crit. chance: +89.0% Physical power: +37 (+4 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 blight / 4 arcane Changes stats: +12 Str / +17 Dex / +3 Mag Changes resistances: +9% fire Changes resistances penetration: +43% acid / +30% fire / +27% cold / +10% arcane / +30% lightning Changes damage: +6% temporal / +26% physical Critical mult.: +36.00% Spell save: +20 (+3 eff.) Life regen: +2.10 Stamina when hit: +3.90 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Spellpower: +10 (+2 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A long, leather whip. |
Morningblood the pouch of stralite shots (20/20, 42-50.4 power, 6 apr) Morningblood the pouch of stralite shots (20/20, 42-50.4 power, 6 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +6 Physical crit. chance: +18.5% Capacity: 20 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to disease * 20% chance to blind * 10% chance to crush the target * 20% chance to torment the target * 10% chance to knock the target back On weapon crit: * wounds the target * cripple the target Damage (Ranged): +70 darkness / +17 gravity / +16 light / +17 blight / +17 bleed / +16 mind / +43 physical Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 darkness / +20 light Damage against: +33% Living When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Heatwild' (24/307, 93.5-112.2 power, 48 apr) pouch of stralite shots 'Heatwild' (24/307, 93.5-112.2 power, 48 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 93.5 - 112.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +48 Physical crit. chance: +56.5% Capacity: 307 Turns elapse between self-loadings: -6 On weapon hit: * 40% chance to gain 10% of a turn * 28% chance to cause random gloom * Random elemental explosion * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target * cripple the target Travel speed: +500% Damage (Ranged): +25 temporal / +74 darkness / +16 fire / +33 physical / +17 cold / +33 bleed / +71 mind / +12 light Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 fire Damage against: +13% Living When wielded/worn: Ammo reloads per turn: +11 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of voratun shots of corruption (23/23, 51-61.2 power, 6 apr)plaguebringer's pouch of voratun shots of corruption (23/23, 51-61.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 20% chance to curse the target Damage (Ranged): +37 blight / +20 darkness Shots are used with slings to pummel your foes to death. |
Harylasin the silk robe (8 def, 5 armour) Harylasin the silk robe (8 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +5 Defense: +8 (+1 eff.) Changes resistances: +38% lightning / +63% darkness / +29% fire / +18% acid / +21% physical / +55% blight / +29% cold / +79% mind / +10% light Changes resistances penetration: +17% darkness / +17% physical Changes damage: +18% lightning / +17% darkness / +13% fire / +27% all / +10% acid / +36% physical / +16% blight / +13% cold / +21% mind Talent cooldown: Refit Golem (-6 turns) Physical save: +80 (+10 eff.) Spell save: +99 (+17 eff.) Mental save: +121 (+14 eff.) Confusion immunity: +15% Pinning immunity: +10% Life regen: +5.10 Maximum life: +87.00 Maximum hate: +13.00 Spellpower: +35 (+6 eff.) Mindpower: +14 (+2 eff.) Mental crit. chance: +11% Healing mod.: +36% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayossra (8 def, 5 armour) Mayossra (8 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +11 Mag / +15 Wil / +9 Con Changes resistances: +36% acid / +34% physical / +35% blight / +36% fire / +63% cold Changes resistances penetration: +17% mind Changes damage: +25% acid / +24% physical / +17% mind / +9% arcane / +18% blight / +44% cold / +17% nature / +24% fire Talent cooldown: Refit Golem (-12 turns) Critical mult.: +10.00% Physical save: +27 (+3 eff.) Mental save: +38 (+5 eff.) Poison immunity: +44% Disease immunity: +44% Silence immunity: +87% Life regen: +3.30 Psi each turn: +0.63 Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +2.00 Maximum life: +88.00 Maximum hate: +4.00 Maximum psi: +41.00 Spellpower: +30 (+5 eff.) Mindpower: +23 (+3 eff.) Mental crit. chance: +13% Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (5 def, 0 armour)elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% acid / +20% physical / +20% fire / +15% cold Changes damage: +14% acid / +15% physical / +15% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe (5 def, 0 armour)slimy elven-silk robe (5 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 10% * 10 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zubenn the Blindtickler (5 def, 2 armour) Zubenn the Blindtickler (5 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +11 Str / +11 Dex / +4 Mag / +4 Wil / +6 Cun / +1 Con Changes damage: +9% darkness Critical mult.: +12.00% Physical save: +8 (+1 eff.) Life regen: +1.50 Maximum life: +47.00 Healing mod.: +13% A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Skyburst the hardened leather armour (28 def, 10 armour) Skyburst the hardened leather armour (28 def, 10 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +28 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +10 Defense: +28 (+5 eff.) Ranged Defense: +28 (+5 eff.) Fatigue: +8% Damage (Melee): 15 lightning / 16 acid Damage (Ranged): 16 lightning / 16 acid Damage when hit (Melee): 10 acid / 10 fire / 10 cold / 26 lightning Changes stats: +1 Str / +6 Wil / +6 Cun Changes resistances: +66% lightning / +8% physical / +62% cold / +41% nature / +10% fire / +8% mind / +111% acid Changes resistances penetration: +15% blight Changes damage: +6% arcane / +9% lightning Allows you to breathe in: water Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Physical save: +19 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +38 (+5 eff.) Life regen: +9.20 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Infravision radius: +1 Healing mod.: +22% A suit of armour made of leather. |
marauder's hardened leather armour of the hero (10 def, 6 armour) marauder's hardened leather armour of the hero (10 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +15 Str / +15 Dex / +7 Mag / +6 Wil / +6 Cun Physical save: +14 (+2 eff.) A suit of armour made of leather. |
prismatic drakeskin leather armour of cold resistance (5 def, 8 armour) prismatic drakeskin leather armour of cold resistance (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +22% cold / +18% light / +14% darkness A suit of armour made of leather. |
searing drakeskin leather armour (5 def, 8 armour) searing drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 16 acid / 20 fire Damage when hit (Melee): 8 acid / 9 fire Changes resistances: +17% acid / +15% fire A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+2 eff.) Spell save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of Eyal (9 def, 16 armour)enlightening voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +8 Cun / +9 Wil Mental save: +24 (+3 eff.) Life regen: +3.90 Maximum life: +100.00 Healing mod.: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of the deep (9 def, 22 armour)fortifying voratun plate armour of the deep (9 def, 22 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +10% acid / +15% cold Allows you to breathe in: water Maximum life: +100.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% A suit of armour made of metal plates. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +21 A belt that goes around your waist. |
drakeskin leather belt 'Gorequeller' drakeskin leather belt 'Gorequeller'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +2 Str / +6 Dex / +5 Mag / +9 Wil / +5 Cun / +7 Con Changes damage: +6% nature / +3% temporal Reduced damage from: +41% Summoned Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Mental save: +25 (+3 eff.) Spellpower: +11 (+2 eff.) Spell crit. chance: +6% Mindpower: +22 (+2 eff.) Mental crit. chance: +15% Infravision radius: +1 A belt that goes around your waist. |
nightruned drakeskin leather belt of the giants nightruned drakeskin leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +9% light / +6% darkness Spell save: +9 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. noble's drakeskin leather beltnoble's drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Reduced damage from: +43% Summoned A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Tempestwalker the linen cloak (15 def, 24 armour)Tempestwalker the linen cloak (15 def, 24 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +24 Defense: +15 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 blight / 12 arcane Changes stats: +10 Str / +9 Dex / +15 Mag / +21 Wil / +7 Cun / +8 Con Changes resistances: +18% lightning / +14% temporal / +40% darkness / +28% cold / +2% physical Changes resistances penetration: +7% arcane / +15% darkness Changes damage: +7% arcane / +18% darkness Talent mastery: +0.30 Technique / Combat training Critical mult.: +14.00% Stealth bonus: +18 Physical save: +40 (+5 eff.) Spell save: +33 (+6 eff.) Mental save: +33 (+4 eff.) Stamina each turn: +1.00 Mana each turn: -0.16 Only die when reaching: -40.00 life Maximum life: +105.00 Maximum mana: +177.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +19% Mental crit. chance: +5% Defense after a teleport: +14 Resist all after a teleport: +11% 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 10 turns. 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 battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Iron Throne (2 def, 0 armour) cashmere cloak of Iron Throne (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Skypyre (7 def, 7 armour) Skypyre (7 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +17 Physical crit. chance: +14.0% Physical power: +15 (+2 eff.) Armour: +7 Defense: +7 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -13% Changes stats: +20 Str / +5 Wil / +7 Cun / +32 Con Changes resistances: +30% lightning / +51% temporal Changes resistances penetration: +20% lightning / +19% physical Changes damage: +3% darkness / +15% physical Maximum encumbrance: +75 Physical save: +89 (+11 eff.) Spell save: +37 (+6 eff.) Mental save: +100 (+12 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Life regen: +3.90 Mindpower: +6 (+1 eff.) Healing mod.: +22% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Tempestobeisance (55 def, 11 armour)Tempestobeisance (55 def, 11 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +55 (+9 eff.) Ranged Defense: +18 (+3 eff.) Fatigue: +3% Effects on melee hit: * 77% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +15 Str / +12 Mag / +4 Wil / +4 Cun / +19 Con Changes resistances: +17% acid / +66% temporal / +62% darkness / +13% lightning / +22% cold / +12% mind / +28% fire Changes resistances penetration: +10% acid / +43% temporal / +48% darkness / +25% fire Changes damage: +24% lightning / +3% fire / +12% mind Physical save: +19 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +18 (+2 eff.) Silence immunity: +35% Confusion immunity: +38% Stun/Freeze immunity: +38% Lowers spell cool-downs by: 20% Movement speed: +60% Defense after a teleport: +62 Resist all after a teleport: +48% New effects duration reduction after a teleport: +66% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of evasion (20 def, 5 armour)grounding pair of drakeskin leather boots of evasion (20 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+3 eff.) Fatigue: +5% Changes resistances: +15% lightning / +13% temporal It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 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 44% chance to completely evade them and granting you 103 defense for 21 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of iron boots 'Prismmoon' (0 def, 8 armour) pair of iron boots 'Prismmoon' (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +8 Fatigue: -4% Effects on melee hit: * 30% chance to blind * 20% chance to disease Changes stats: +2 Mag / +3 Wil / +3 Con Changes resistances: +7% acid / +9% light / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +37% arcane / +13% physical Changes damage: +9% blight / +15% light / +15% arcane Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Spell save: +3 (+1 eff.) Silence immunity: +52% Confusion immunity: +52% Stun/Freeze immunity: +48% Stamina each turn: +0.50 Maximum stamina: +15.00 Lowers spell cool-downs by: 10% Mindpower: +4 (+0 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 60 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour) pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of rushing (0 def, 5 armour)grounding pair of voratun boots of rushing (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +15% lightning / +15% temporal It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of voratun boots of tirelessness (0 def, 5 armour) insulating pair of voratun boots of tirelessness (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% fire / +15% cold Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of phasing (0 def, 5 armour)wanderer's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Mag / +4 Wil / +6 Cun / +6 Con Physical save: +25 (+3 eff.) Mental save: +25 (+3 eff.) It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Cleansezephyr,' (0 def, 9 armour) rough leather gloves 'Cleansezephyr,' (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +37 (+4 eff.) Armour penetration: +33 Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) Armour: +9 Armour Hardiness: +7% Fatigue: -2% Effects on melee hit: * Slows global speed by 45% * 10% chance to gain 10% of a turn Damage (Melee): 7 acid / 7 temporal / 8 light / 7 nature Damage (Ranged): 8 temporal Changes stats: +6 Str / +18 Dex / +4 Mag / +25 Cun / +13 Con Changes resistances: +6% acid / +7% temporal / +19% light / +19% darkness / +6% nature / +6% physical Changes damage: +5% acid / +11% temporal / +5% light / +18% blight / +5% nature Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +54 (+7 eff.) Spell save: +14 (+2 eff.) Mental save: +20 (+2 eff.) Disarm immunity: +103% Life regen: +4.00 Stamina each turn: +1.30 Psi each turn: +0.15 Maximum life: +30.00 Maximum stamina: +16.00 Spell crit. chance: +8% Mental crit. chance: +7% Infravision radius: +6 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 537.58 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. brawler's voratun gauntlets (0 def, 3 armour)brawler's voratun gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
heroic mega tauntlets of war-making (0 def, 14 armour) heroic mega tauntlets of war-making (0 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +14 Talent granted: +5 Block Critical mult.: +15.00% Mental save: +14 (+2 eff.) Maximum life: +80.00 Spell crit. chance: +18% Mental crit. chance: +17% Tauntlets behave like a shield, and allow you to block attacks. 99 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Haledin the linen wizard hat (1 def, 0 armour) Haledin the linen wizard hat (1 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +16 Mag / +23 Wil / +23 Cun / +4 Con Changes resistances: +7% lightning / +7% temporal / +23% darkness / +8% mind / +29% physical Changes resistances penetration: +10% arcane / +10% physical Changes damage: +8% mind / +24% physical / +8% arcane / +24% darkness Physical save: +7 (+1 eff.) Mental save: +81 (+10 eff.) Confusion immunity: -100% Fear immunity: -100% Mana each turn: +1.35 Mana when hit: +1.20 Equilibrium when hit: +3.60 Psi when hit: +3.50 Hate when hit: +3.00 Maximum mana: +54.00 Maximum hate: +21.00 Maximum psi: +16.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +6% Mindpower: +28 (+3 eff.) Mental crit. chance: +33% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 879 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of the mind (+5%) (2 def, 0 armour) cleansing cashmere wizard hat of the mind (+5%) (2 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +5% blight / +6% nature / +12% mind Changes damage: +12% mind A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
Anugar the Eclipsestalker (7 def, 14 armour) Anugar the Eclipsestalker (7 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +14 Defense: +7 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 24 darkness Changes stats: +13 Str / +23 Wil Changes resistances: +21% lightning / +22% temporal / +16% light / +22% blight / +10% physical / +15% darkness / +5% all Changes resistances penetration: +10% blight Changes damage: +9% darkness Critical mult.: +15.00% Physical save: +22 (+3 eff.) Mental save: +22 (+3 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spellpower: +2 (+0 eff.) Infravision radius: +3 A cap made of leather. |
Zugorim (7 def, 20 armour) Zugorim (7 def, 20 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +12 (+1 eff.) Armour: +20 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 22 physical Changes stats: +35 Str / +27 Dex / +38 Wil / +5 Cun / +21 Con Changes resistances: +15% lightning / +15% temporal / +14% fire / +43% blight / +15% cold / +15% nature / +5% all Changes resistances penetration: +5% mind / +15% acid Critical mult.: +15.00% Physical save: +43 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +72 (+9 eff.) Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum life: +104.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Infravision radius: +4 Healing mod.: +30% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 11447.4 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of knowledge (0 def, 5 armour)drakeskin leather cap of knowledge (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) A cap made of leather. |
leafwalker's drakeskin leather cap (0 def, 5 armour) leafwalker's drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% nature Spell save: +10 (+2 eff.) Maximum life: +110.00 Healing mod.: +23% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. leafwalker's drakeskin leather cap of trickery (0 def, 5 armour)leafwalker's drakeskin leather cap of trickery (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +11% nature Spell save: +10 (+2 eff.) Maximum life: +106.00 Healing mod.: +25% A cap made of leather. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's voratun helm of the depths (0 def, 5 armour) catburglar's voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +23% darkness / +25% cold Allows you to breathe in: water Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's voratun helm of constitution (+10) (0 def, 11 armour)miner's voratun helm of constitution (+10) (0 def, 11 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +10 Con Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel buckler 'Halynarigas' steel buckler 'Halynarigas'Requires: - Strength 14 - Dexterity 14 Alternately Requires: - Cunning 14 - Dexterity 14 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Armour Hardiness: +7% Defense: +6 (+1 eff.) Fatigue: +4% Damage (Melee): 7 acid Damage when hit (Melee): 28 ice / 20 acid / 16 mind / 14 nature Changes stats: +8 Wil Changes resistances: +15% acid / +14% physical / +44% darkness / +14% blight / +28% cold / +14% nature / +44% mind Talent granted: +2 Guard Stealth bonus: +39 Spell save: +80 (+13 eff.) Mental save: +27 (+3 eff.) Maximum life: +68.00 Maximum psi: +10.00 Small handheld shield used for deflecting blows and misdirecting opponents. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
389 alchemist agate 389 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
45 alchemist bloodstone 45 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +10% darkness Changes damage: +10% light Damage affinity(heal): +5% light Spellpower: +12 (+2 eff.) Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: 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 108.35 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp scorching alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +8% fire Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level. preserving dwarven lantern of the zealotpreserving dwarven lantern of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% blight / +3% all Spell save: +15 (+3 eff.) Life regen: +6.20 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
iron pickaxe 'Hetturomiromidar' (dig speed 2 turns) iron pickaxe 'Hetturomiromidar' (dig speed 2 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +12 Physical power: +6 (+1 eff.) Changes stats: +3 Str Changes resistances: +12% acid / +15% fire / +13% darkness Changes damage: +14% mind / +14% fire Damage affinity(heal): +15% darkness Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Physical save: +7 (+1 eff.) Spell save: +16 (+3 eff.) Mental save: +21 (+3 eff.) Blindness immunity: +45% Poison immunity: +15% Disease immunity: +15% Cut immunity: +15% Stun/Freeze immunity: +15% Maximum life: +50.00 Infravision radius: +9 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Aerora the dragonbone totem of cure ailments [power 4] (10 cooldown) Aerora the dragonbone totem of cure ailments [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +1% physical / +6% mind / +9% nature Maximum wards: +4 acid / +5 nature / +5 light Changes resistances penetration: +10% acid Talents granted: +9 Rushing Claws +1 Ward Physical save: +9 (+1 eff.) Spell save: +25 (+4 eff.) Mental save: +20 (+2 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 13 (Willpower), putting all charms on cooldown for 10 turns. When used: 200% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. forceful dragonbone totem of cure ailments [power 4] (10 cooldown)forceful dragonbone totem of cure ailments [power 4] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 13 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
Manelegar the elven-wood wand of firewall [power 273] (9 cooldown) Manelegar the elven-wood wand of firewall [power 273] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +10 (+1 eff.) Changes resistances: +6% acid Changes resistances penetration: +5% physical Changes damage: +6% acid Talent granted: +9 Volcano Stamina each turn: +1.00 Only die when reaching: -60.00 life It can be used to creates a wall of flames lasting for 4 turns (dam 273 overall), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 535] (10 cooldown) warded dragonbone wand of conjuration [power 535] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +4 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 268-535), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Dreadfell at Level 1 the Superhuman Hedgeknight level 33
5th Mirth 122nd year of Ascendancy at 16:47 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 31
3rd Mirth 122nd year of Ascendancy at 21:24 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 78
6th Flare 122nd year of Ascendancy at 10:49 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 113
37th Dusk 122nd year of Ascendancy at 08:12 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 61
1st Flare 122nd year of Ascendancy at 02:13 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 85
29th Dusk 122nd year of Ascendancy at 15:08 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 59
1st Summertide 122nd year of Ascendancy at 09:28 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 200
60th Regrowth 123rd year of Ascendancy at 05:58 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 117
42nd Dusk 122nd year of Ascendancy at 08:38 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 165
53rd Dusk 122nd year of Ascendancy at 11:50 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 175
60th Dusk 122nd year of Ascendancy at 06:50 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 10
1st Mirth 122nd year of Ascendancy at 12:20 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 20
2nd Mirth 122nd year of Ascendancy at 14:01 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 30
3rd Mirth 122nd year of Ascendancy at 20:54 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 40
9th Mirth 122nd year of Ascendancy at 05:12 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 50
10th Mirth 122nd year of Ascendancy at 11:17 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 200
11st Haze 122nd year of Ascendancy at 17:18 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 119
42nd Dusk 122nd year of Ascendancy at 11:45 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 174
53rd Dusk 122nd year of Ascendancy at 17:19 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 78
6th Flare 122nd year of Ascendancy at 10:50 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 46
10th Mirth 122nd year of Ascendancy at 02:44 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 60
1st Summertide 122nd year of Ascendancy at 13:05 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 200
60th Regrowth 123rd year of Ascendancy at 05:57 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 200
60th Regrowth 123rd year of Ascendancy at 05:58 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 115
42nd Dusk 122nd year of Ascendancy at 06:28 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 85
18th Dusk 122nd year of Ascendancy at 13:02 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 142
43rd Dusk 122nd year of Ascendancy at 07:44 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 78
6th Flare 122nd year of Ascendancy at 08:31 see stats
By Dreadfell at Level 1 the Superhuman Hedgeknight level 24
3rd Mirth 122nd year of Ascendancy at 18:46 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at portal).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the slopes of the Iron Throne, with no trace of the portal...
Dreadfell at Level 1 deactivates Thorn Body.
Dreadfell at Level 1 deactivates Insidious Poison.
Dreadfell at Level 1 deactivates Roll With It.
Dreadfell at Level 1 deactivates Sap.
Dreadfell at Level 1 deactivates Exploit Weakness.
Dreadfell at Level 1 deactivates Bushy Beard.
Dreadfell at Level 1 deactivates Elemental Harmony.
Dreadfell at Level 1 deactivates Numbing Poison.
Dreadfell at Level 1 deactivates Wild Growth.