Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 50 / 3026% |
Size | medium |
Lifes / Deaths | Killed by Silota the blade horror at level 35 on the 11st Regrowth 123rd year of Ascendancy at 17:40 4 / 3Killed by Yvunn the vampire at level 39 on the 34th Regrowth 123rd year of Ascendancy at 19:00 Killed by Saloda the orc master assassin at level 50 on the 76th Pyre 123rd year of Ascendancy at 22:02 |
Antimagic | Follower |
Primary Stats
Strength | 120 (base 62) |
Dexterity | 87 (base 60) |
Constitution | 71 (base 43) |
Magic | 22 (base 13) |
Willpower | 71 (base 40) |
Cunning | 59.6 (base 20) |
Resources
Life | 1225/1520 |
Stamina | 314/324 |
Equilibrium | 45 |
Healing Factor | 1.3796680497925 |
Regeneration | 49.839724050517 |
Speed
Mental | +5.941703903717% |
Attack | 0% |
Movement | +1010% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 64.494851370222 |
See Invisible | 65.494851370222 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 172 |
Accuracy | 80 |
Crit Chance | 109% |
APR | 103 |
Speed | 0.94 |
Offense: Offhand
Damage | 153 |
Accuracy | 80 |
Crit Chance | 109% |
APR | 106 |
Speed | 0.94 |
Offense: Spell
Spellpower | 10.333333333333 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 17.974080431456 (95.817490494297%) |
Defense | 69 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 70 |
Spell Save | 63 |
Mental Save | 66 |
Defense: Resistances
All | + 41%( 75%) |
Defense: Immunities
Pinning Resistance | 5% |
Disarm Resistance | 27% |
Bleed Resistance | 0% |
Confusion Resistance | 59% |
Knockback Resistance | 100% |
Stun Resistance | 89% |
Instadeath Resistance | 100% |
Blind Resistance | 56% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 33% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 707 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 770% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 17 for 10 turns. While Heroism is active, you will only die when reaching -802 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.60 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.20 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.60 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Wild Growth |
talent | Antimagic Shield |
talent | Total Thuggery |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 38 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
detrimental effect | The target has been splashed with acid, taking 44.66 acid damage per turn, reducing armour by 62 and attack by 54. Acid Splash |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | You gain 47% resistance against acid. Resolve |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Isuvena the barrow wight. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glorymina the skeleton warrior. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Poladhenor the lesser vampire. Escort: repented thief (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2605. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | dwarven lantern 'Chamorim' dwarven lantern 'Chamorim'Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 22 arcane resource burn * Slows global speed by 15% Changes resistances: +3% lightning / +9% nature / +12% fire / +5% arcane / +3% all Changes resistances penetration: +14% all Changes damage: +12% mind Spell save: +15 (+4 eff.) Mental save: +14 (+3 eff.) Light radius: +6 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | 4k helm (8 def, 13 armour) 4k helm (8 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str / +4 Dex / +16 Wil Changes resistances: +14% acid / +12% physical / +14% cold / +15% blight / +15% fire / +14% lightning / +5% all Grants telepathy: Dragon Physical save: +30 (+7 eff.) Mental save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Isledalraba the voratun gauntlets (0 def, 3 armour) Isledalraba the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +18 (+3 eff.) Armour: +3 Effects on melee hit: * 30% chance to corrode armour by 30% * Slows global speed by 30% Damage (Melee): 15 mind Changes stats: +6 Str Changes resistances: +6% lightning / +5% arcane / +6% light / +9% mind Changes damage: +10% mind Critical mult.: +14.00% Spell save: +30 (+8 eff.) Spell crit. chance: +19% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 46.0 - 64.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +14 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | 4k pick (dig speed 4 turns) 4k pick (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +5 Cun / +3 Str Changes resistances: +10% darkness / +10% fire Critical mult.: +19.00% Reduces incoming crit damage: 10.00% Blindness immunity: +15% Pinning immunity: +5% Only die when reaching: -95.00 life Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Salira SaliraCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+4 eff.) Damage when hit (Melee): 16 arcane Changes stats: +10 Dex / +3 Mag / +2 Wil / +10 Cun Changes resistances: +6% mind Changes damage: +6% arcane / +8% all Stun/Freeze immunity: +50% Life regen: +4.80 Psi when hit: +0.12 Spellpower: +20 (+3 eff.) Mindpower: +26 (+7 eff.) Rings can have magical properties. |
Around neck | voratun amulet 'Lustrebringer' voratun amulet 'Lustrebringer'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: -8% Effects on melee hit: * 30% chance to blind * 20% chance to disease Damage when hit (Melee): 8 light Changes stats: +7 Dex / +10 Cun / +7 Con Changes resistances: +29% light / +25% darkness Changes resistances cap: +5% all Physical save: +18 (+4 eff.) Blindness immunity: +41% Life regen: +1.20 Stamina each turn: +0.80 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
In main hand | 4k dagger (38.5-50.05 power, 9 apr) 4k dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +24 ice When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +16 Armour: +15 Defense: +12 (+3 eff.) Changes resistances: +8% all Changes resistances penetration: +12% physical / +11% nature / +10% cold Changes damage: +18% physical Mental save: +30 (+7 eff.) Disarm immunity: +27% Stamina each turn: +0.60 Maximum psi: +40.00 Sharp, short and deadly. |
Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | 4k dagger-2 (48.5-63.05 power, 12 apr) 4k dagger-2 (48.5-63.05 power, 12 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom Damage Shield penetration (this weapon only): +30% Damage (Melee): +48 insidious poison / +20 mind When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +10 Str / +6 Wil / +4 Cun Changes resistances: +6% darkness Changes damage: +12% physical Stamina when hit: +2.00 Sharp, short and deadly. |
Cloak | 4k cloak (16 def, 9 armour) 4k cloak (16 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +49 (+10 eff.) Armour penetration: +11 Armour: +9 Defense: +16 (+4 eff.) Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +12% cold / +12% lightning Changes resistances penetration: +20% mind Changes damage: +6% fire Critical mult.: +29.00% Stealth bonus: +15 Physical save: +24 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +25 (+6 eff.) Maximum life: +170.00 Maximum stamina: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion of the duelist (heal 229) healing infusion of the duelist (heal 229)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. healing infusion of the duelist (heal 282)healing infusion of the duelist (heal 282) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 282 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+17 for 11 turns, die at -769) heroism infusion of the duelist (+17 for 11 turns, die at -769)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -769 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+17 for 9 turns, die at -584) heroism infusion of the duelist (+17 for 9 turns, die at -584)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: 20 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 17 for 9 turns. While Heroism is active, you will only die when reaching -584 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the duelist (76 nature damage, 56% healing reduction)insidious poison infusion of the duelist (76 nature damage, 56% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 75.91 nature damage per turn for 7 turns, and reducing the target's healing received by 56%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (847% speed; 7 turns) movement infusion of the duelist (847% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (687% speed; 5 turns) movement infusion of the psychic (687% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (815% speed; 6 turns) movement infusion of the warrior (815% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 815% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (955% speed; 6 turns) movement infusion of the warrior (955% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 955% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 448 over 5 turns) regeneration infusion of the sneak (heal 448 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 448 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 717 over 5 turns) regeneration infusion of the sneak (heal 717 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 717 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 631 over 5 turns) regeneration infusion of the titan (heal 631 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 755 over 5 turns) regeneration infusion of the titan (heal 755 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 755 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 637 over 5 turns) regeneration infusion of the warrior (heal 637 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 637 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 532 over 5 turns) regeneration infusion of the wizard (heal 532 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 532 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (434.00 temporal damage, removed from time 4 turns) Rune of the Rift (434.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 468.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune of the titan (402 fire damage)heat beam rune of the titan (402 fire damage) 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: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 402.19 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 39; dur 7)phase door rune (range 14; power 39; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
4k amu 4k amuInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +9 (+2 eff.) Armour: +8 Changes stats: +10 Str / +12 Dex / +16 Wil / +8 Con Changes resistances: +3% blight Changes damage: +13% physical Grants telepathy: Demon/Minor Demon/Major Spell save: +10 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +25% Mindpower: +13 (+4 eff.) Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Aeremiwyn AeremiwynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +6% darkness / +6% fire / +6% mind / +9% light Mental save: +20 (+5 eff.) Blindness immunity: +30% Confusion immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Eilinawe the Scaldsun Eilinawe the ScaldsunCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +2 Str / +3 Dex / +8 Mag / +2 Wil / +3 Con Changes resistances penetration: +32% fire Grants telepathy: Dragon Talent mastery: +0.40 Wild-gift / Antimagic Light radius: +3 Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 451.72 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gloreyata the stralite amulet Gloreyata the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +18 (+5 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +9 Lck / +8 Str Changes resistances: +9% light / +12% cold Blindness immunity: +16% Confusion immunity: +5% Knockback immunity: +10% Infravision radius: +4 Sight radius: +2 See invisible: +12 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
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 (+2 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... |
grounding steel amulet of dexterity (+3) grounding steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +16% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
grounding voratun amulet of perfection (0.40 Cunning / Survival,0.40 Cunning / Tactical) grounding voratun amulet of perfection (0.40 Cunning / Survival,0.40 Cunning / Tactical)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +27% lightning Talent masteries: +0.40 Cunning / Survival +0.40 Cunning / Tactical Stun/Freeze immunity: +20% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
warrior's gold amulet of healing warrior's gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% physical Cut immunity: +60% Stamina each turn: +0.60 Healing mod.: +16% 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 350 life. The life healed will increase with your Mindpower. 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 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
4k ring 4k ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +8 Wil / +7 Cun / +20 Con Changes resistances: +9% darkness / +6% temporal Physical save: +29 (+7 eff.) Mental save: +30 (+7 eff.) Disarm immunity: +70% Pinning immunity: +60% Knockback immunity: +50% Only die when reaching: -60.00 life Maximum life: +42.00 Mindpower: +14 (+4 eff.) Rings can have magical properties. |
Bregelahor the copper ring Bregelahor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Con Changes resistances: +22% nature / +9% acid Changes resistances penetration: +15% acid Changes damage: +11% nature Physical save: +3 (+0 eff.) Healing mod.: +15% Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glyvena the gold ring Glyvena the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +3 Wil Changes resistances: +24% nature Changes damage: +12% nature / +6% all Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Maximum life: +42.00 Maximum hate: +6.00 Spellpower: +9 (+1 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +13% 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 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 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. As long as you wear this ring, you will never forget who you are. |
Norach NorachInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str Changes resistances: +22% fire / +12% temporal / +13% physical Changes damage: +11% fire / +13% physical Stun/Freeze immunity: +23% Life regen: +1.60 Light radius: +1 Rings can have magical properties. |
Torchfury the steel ring Torchfury the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 blight Changes stats: +3 Str / +4 Wil / +5 Cun Changes resistances: +3% blight / +3% fire / +10% mind Changes damage: +10% mind Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Xanotta the copper ring Xanotta the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +6 Changes stats: +9 Str / +5 Con Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
copper ring 'Festerslicer' copper ring 'Festerslicer'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% nature / +6% acid Changes damage: +3% nature Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Cut immunity: +20% Confusion immunity: +15% Rings can have magical properties. |
steel ring 'Ragarentir' steel ring 'Ragarentir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +7 Str / +3 Mag / +5 Wil / +4 Cun / +10 Con Infravision radius: +3 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
treant's stralite ring of speed treant's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes resistances: +13% nature / +10% blight Poison immunity: +19% Disease immunity: +21% Movement speed: +22% 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: 4.8 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 44% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Airumbra the dwarven-steel dagger (14.5-18.85 power, 7 apr) Airumbra the dwarven-steel dagger (14.5-18.85 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +20 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% mind Changes resistances penetration: +8% mind / +9% darkness Sharp, short and deadly. |
Belybers (46-59.8 power, 9 apr) Belybers (46-59.8 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +3 Changes stats: +5 Con Changes resistances: +5% arcane / +9% cold Changes damage: +12% physical Maximum stamina: +25.00 Sharp, short and deadly. |
Camybers (30.5-39.65 power, 9 apr) Camybers (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +18% blight / +9% lightning / +6% mind / +20% nature Sharp, short and deadly. |
Goruvon the voratun dagger (45-58.5 power, 9 apr) Goruvon the voratun dagger (45-58.5 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% On weapon hit: * 52% chance to cause random gloom Damage (Melee): +13 temporal / +16 nature When wielded/worn: Armour penetration: +5 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +3 Str Changes resistances: +6% blight / +30% cold / +12% nature Blindness immunity: +15% Sharp, short and deadly. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 33.00 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Olerokhad the Charwalker (36.5-47.45 power, 9 apr) Olerokhad the Charwalker (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Str Changes resistances: +12% mind Changes damage: +12% physical Critical mult.: +15.00% Stamina when hit: +2.00 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +8% Sharp, short and deadly. |
Samimas the Earthcutter (48.5-63.05 power, 9 apr) Samimas the Earthcutter (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +17 ice When wielded/worn: Armour: +8 Damage when hit (Melee): 12 nature Changes resistances: +9% nature Changes resistances penetration: +10% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of vileness (37-48.1 power, 9 apr)chilling voratun dagger of vileness (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to disease Damage (Melee): +24 blight / +24 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger (15.5-20.15 power, 7 apr)flaming dwarven-steel dagger (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Sharp, short and deadly. |
insidious voratun dagger of massacre (42.5-55.25 power, 9 apr) insidious voratun dagger of massacre (42.5-55.25 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 42.5 - 55.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +36 insidious poison Sharp, short and deadly. |
quick voratun dagger (38.5-50.05 power, 9 apr) quick voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
voratun dagger 'Jetcutter' (38-49.4 power, 9 apr) voratun dagger 'Jetcutter' (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 42% * 42% chance to inflict 15% damage reduction Burst (radius 2) on crit: +16 fire When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 16 lightning Changes resistances: +6% temporal Changes resistances penetration: +15% darkness / +12% fire Changes damage: +9% lightning / +6% darkness Spell save: +10 (+3 eff.) Global speed: +5% Sharp, short and deadly. |
voratun dagger of ruin (38-49.4 power, 9 apr) voratun dagger of ruin (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Lightninglady (69.5-104.25 power, 4 apr)Lightninglady (69.5-104.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning / +41 cold Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Wil / +4 Con Changes resistances penetration: +15% mind Grants telepathy: All Mental save: +6 (+1 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +6% Infravision radius: +4 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic voratun greatmaul of massacre (85.5-128.25 power, 4 apr)acidic voratun greatmaul of massacre (85.5-128.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. dragonbone longbowdragonbone longbow Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. voratun mace (47-65.8 power, 6 apr)voratun mace (47-65.8 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
Manedodur the living mindstar (15.5-17.05 power, 40 apr, nature damage) Manedodur the living mindstar (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical Changes stats: +6 Mag Changes resistances: +6% mind / +13% physical Changes resistances penetration: +8% mind / +11% physical Changes damage: +9% mind / +12% physical Spell save: +20 (+5 eff.) Mana each turn: +0.12 Psi when hit: +1.50 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Maximum hate: +18.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +13% Life leech: +15% Damage Resonance (when hit): +22% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar (16.5-18.15 power, 40 apr, mind damage)gifted living mindstar (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +16 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of storms (18-19.8 power, 40 apr, nature damage)living mindstar of storms (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning Changes resistances penetration: +19% lightning Changes damage: +20% lightning Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of lightningsteady drakeskin leather sling of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +24 lightning When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +7.0% Changes damage: +22% lightning Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 153/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Hellpulverizer the dragonbone vilestaff (30-36 power, 6 apr, fire element)Hellpulverizer the dragonbone vilestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 54% chance to cause random gloom Burst (radius 1) on hit: +36 fire When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 12 mind Changes resistances: +15% fire Changes resistances penetration: +34% light Changes damage: +39% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone starstaff of illumination (30-36 power, 6 apr, light element)cruel dragonbone starstaff of illumination (30-36 power, 6 apr, light element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 33.40 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff (30-36 power, 6 apr, fire element)ethereal dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+6 eff.) Damage (Melee): 12 % chance of confusion Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of erosion (39.5-55.3 power, 6 apr)voratun waraxe of erosion (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal One-handed war axes. |
Armenaristir the drakeskin leather belt Armenaristir the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +11 Defense: +16 (+4 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +5 Wil / +4 Con Changes resistances: +3% nature / +9% mind Physical save: +15 (+3 eff.) Mental save: +28 (+7 eff.) Knockback immunity: +5% Maximum life: +97.00 Mindpower: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. BeleveaBelevea Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +6% arcane Changes resistances penetration: +34% blight / +34% temporal Changes damage: +21% blight / +21% temporal / +9% arcane Critical mult.: +15.00% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. Greenmalice the drakeskin leather beltGreenmalice the drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 nature / 27 temporal Changes resistances: +10% acid / +10% cold / +9% fire / +18% nature / +10% lightning Changes damage: +6% temporal Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Lisildann the drakeskin leather beltLisildann the drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 27 arcane Changes stats: +4 Wil Changes resistances: +9% mind Changes damage: +9% temporal Critical mult.: +15.00% Spell save: +40 (+10 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.20 Spellpower: +16 (+3 eff.) Damage Shield penetration: +20% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Arcsmasher (1 def, 0 armour) Arcsmasher (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 lightning / 12 fire Changes stats: +3 Wil Changes resistances: +6% lightning Changes damage: +6% lightning / +3% fire Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightserpent the cashmere cloak (2 def, 7 armour) Brightserpent the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature / 12 fire Changes resistances: +13% cold / +9% nature / +21% fire Changes resistances penetration: +10% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintpanic the cashmere cloak (2 def, 0 armour) Glintpanic the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +25% blight / +9% cold / +25% nature Changes damage: +3% light Mental save: +3 (+1 eff.) Disease immunity: +15% Life regen: +2.70 Light radius: +1 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivenne (10 def, 0 armour) Ivenne (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +10 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 8 mind / 8 physical Changes stats: +4 Dex / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Galravena' (6 def, 0 armour) cashmere cloak 'Galravena' (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +1 (+1 eff.) Defense: +6 (+2 eff.) Fatigue: -4% Changes resistances: +14% light / +13% fire / +3% cold / +5% arcane / +15% nature Stealth bonus: +8 Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Glitterfame' (2 def, 0 armour) cashmere robe 'Glitterfame' (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Mag / +6 Wil Changes resistances: +18% lightning / +9% blight Changes resistances penetration: +10% temporal Changes damage: +12% lightning / +6% light Life regen: +1.50 Mana each turn: +0.22 Psi each turn: +0.27 Maximum life: +40.00 Light radius: +1 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of protection (9 def, 5 armour)mindwoven elven-silk robe of protection (9 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Physical save: +30 (+7 eff.) Mental save: +27 (+7 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of time (+19%) (5 def, 0 armour)mindwoven elven-silk robe of time (+19%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +19% temporal Changes damage: +19% temporal Mental save: +30 (+7 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Prismwing (16 def, 3 armour) Prismwing (16 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +16 (+4 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% lightning / +12% darkness / +15% cold / +6% nature / +6% light Light radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Tempestwrecker the pair of rough leather boots (0 def, 6 armour) Tempestwrecker the pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances: +3% mind / +1% physical Changes damage: +12% lightning Spell save: +12 (+3 eff.) Cut immunity: +5% Infravision radius: +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Leliruirath' (9 def, 4 armour) pair of dwarven-steel boots 'Leliruirath' (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +2 Str / +4 Con Changes resistances: +3% mind / +4% physical Life regen: +3.20 Stamina each turn: +0.40 Healing mod.: +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Emeliwyn' (4 def, 3 armour) pair of hardened leather boots 'Emeliwyn' (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Mag / +5 Wil Changes resistances penetration: +10% blight Reduces incoming crit damage: 15.00% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Madig' (0 def, 15 armour)pair of voratun boots 'Madig' (0 def, 15 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -4% Changes resistances: +15% temporal Reduces incoming crit damage: 20.00% Spell save: +40 (+10 eff.) Blindness immunity: +55% Pinning immunity: +15% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Glyrin the Greensear (0 def, 2 armour) Glyrin the Greensear (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +15% darkness / +6% fire / +12% nature / +3% light Life regen: +2.30 Stamina each turn: +1.00 Maximum stamina: +18.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). Burst (radius 1) on hit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Gobressra (0 def, 6 armour) Gobressra (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +3% lightning Talent mastery: +0.20 Technique / Grappling Spell save: +30 (+8 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +23% Pinning immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +10% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Nerissra (0 def, 3 armour) Nerissra (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Damage (Melee): 11 fire Changes stats: +3 Str / +3 Wil / +3 Cun / +3 Con Changes resistances: +8% darkness / +7% fire Changes damage: +3% blight / +3% temporal / +5% fire Talent mastery: +0.20 Technique / Grappling Spell save: +19 (+5 eff.) Disarm immunity: +36% Spellpower: +4 (+1 eff.) Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +17 darkness Burst (radius 2) on crit: +9 fire It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 177.84 arcane damage and stunned), costing 100 power out of 37/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 326.91 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Bethivea' (0 def, 8 armour) hardened leather gloves 'Bethivea' (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +8 Changes stats: +2 Dex Changes resistances: +4% physical Changes resistances penetration: +15% physical Changes damage: +9% physical Critical mult.: +11.00% Spell crit. chance: +11% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 20% chance to cause random gloom Burst (radius 2) on crit: +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Arcblack' (0 def, 7 armour) iron gauntlets 'Arcblack' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Con Changes damage: +3% physical Light radius: +3 See invisible: +9 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +12 lightning / +5 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Eluth (0 def, 6 armour) Eluth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes resistances: +5% arcane / +2% physical / +9% mind / +14% cold Allows you to breathe in: water Spell save: +9 (+3 eff.) Mental save: +30 (+7 eff.) 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. Flashkin (0 def, 5 armour)Flashkin (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 27 light Changes resistances: +12% acid / +9% blight / +15% fire / +6% arcane / +15% cold Changes resistances penetration: +20% blight / +25% light / +10% arcane / +25% acid Changes damage: +9% light / +30% arcane A cap made of leather. |
Phoenixslicer the cashmere wizard hat (2 def, 0 armour) Phoenixslicer the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% acid / +27% fire / +9% lightning / +15% cold Changes damage: +10% cold Mental save: +18 (+4 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. bladed voratun helm of dexterity (+4) (0 def, 5 armour)bladed voratun helm of dexterity (+4) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +4 Str / +10 Dex Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.8 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 1206.2 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Shadowhunter' (2 def, 0 armour) cashmere wizard hat 'Shadowhunter' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +12 Cun / +4 Wil Grants telepathy: Humanoid/Orc Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Obsidianhunter' (0 def, 10 armour) dwarven-steel helm 'Obsidianhunter' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +10 Fatigue: +4% Damage when hit (Melee): 16 darkness Changes stats: +3 Str / +2 Dex / +4 Cun / +2 Con Changes resistances: -26% light Changes resistances penetration: +10% physical Life regen: +2.70 Maximum life: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Getyhir' (0 def, 13 armour) iron helm 'Getyhir' (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +13 Fatigue: +5% Changes resistances: +7% fire / +7% cold Changes damage: +6% physical Stamina each turn: +0.60 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. 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: +14% nature Spell save: +10 (+3 eff.) Maximum life: +98.00 Healing mod.: +24% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of constitution (+9) (0 def, 5 armour)prismatic drakeskin leather cap of constitution (+9) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Con Changes resistances: +20% light / +20% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Pusgrind (17 def, 10 armour)Pusgrind (17 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +10 Defense: +17 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +16% Changes stats: +4 Str / +7 Dex / +5 Con Changes resistances: +26% acid Changes resistances penetration: +30% lightning / +34% nature Maximum stamina: +20.00 A suit of armour made of mail. |
Lelumnir the reinforced leather armour (4 def, 12 armour) Lelumnir the reinforced leather armour (4 def, 12 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 light Changes stats: +3 Wil Changes resistances: +12% acid / +9% temporal / +22% darkness / +14% blight / +24% cold / +26% fire Allows you to breathe in: water Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +10% Light radius: +2 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+5 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of fire resistance (2 def, 4 armour)prismatic cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +21% fire / +14% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour (5 def, 8 armour)rejuvenating drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +7.30 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Taintjeer (12 def, 3 armour, 205 block)Taintjeer (12 def, 3 armour, 205 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +28% acid / +12% mind / +6% blight Talent granted: +5 Block Critical mult.: +20.00% Physical save: +20 (+5 eff.) Blindness immunity: +25% Disease immunity: +25% Cut immunity: +20% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. elemental quiver of ash arrows of accuracy (18/18, 22-30.8 power, 7 apr)elemental quiver of ash arrows of accuracy (18/18, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
349 alchemist agate 349 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Ce'Nemitta (dig speed 17 turns) Ce'Nemitta (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -6% Changes stats: +7 Str / +3 Mag / +10 Wil / +5 Cun Light radius: +3 Infravision radius: +6 See invisible: +18 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hathenik the Jetknight (dig speed 32 turns) Hathenik the Jetknight (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -11% Changes stats: +9 Str Changes damage: +18% darkness Reduces incoming crit damage: 15.00% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Smearsear (dig speed 19 turns) Smearsear (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Str Changes resistances: +30% fire / +6% darkness / +6% nature Changes damage: +3% nature / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Fogblight' (dig speed 18 turns) voratun pickaxe 'Fogblight' (dig speed 18 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +17 Physical power: +8 (+2 eff.) Changes stats: +13 Str / +4 Con Changes resistances: +15% nature / +9% darkness Changes resistances penetration: +20% darkness Changes damage: +10% nature Life regen: +0.40 Maximum life: +20.00 Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.2 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 +76 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of predation (dig speed 17 turns)voratun pickaxe of predation (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Str / +4 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Nerorakira the Weepwreck Nerorakira the WeepwreckInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +5 Mag / +5 Con Maximum life: +64.00 Light radius: +3 Infravision radius: +3 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (127 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 197.64 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Unriruitar the alchemist's lamp Unriruitar the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Wil / +7 Cun / +3 Con Changes resistances: +8% blight / +6% temporal Changes damage: +3% temporal Critical mult.: +5.00% Life regen: +4.40 Maximum life: +49.00 Light radius: -7 Infravision radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Anomnir' brass lantern 'Anomnir'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +10% physical Life regen: +0.20 Stamina each turn: +0.80 Maximum life: +42.00 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. |
brass lantern 'Crackleonslaught' brass lantern 'Crackleonslaught'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +9% nature Changes resistances penetration: +20% lightning Changes damage: +9% lightning Maximum life: +44.00 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. |
brass lantern 'Elyssra' brass lantern 'Elyssra'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +5 Str / +1 Dex / +2 Wil Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +12 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone 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. |
4 fire opal 4 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. blazing pouch of voratun shots of erosion (20/20, 55-66 power, 6 apr)blazing pouch of voratun shots of erosion (20/20, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Damage (Ranged): +20 temporal / +17 nature / +33 fire Burst (radius 2) on crit: +15 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Noonstinger the dragonbone totem of healing [power 245] (20 cooldown)Noonstinger the dragonbone totem of healing [power 245] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% acid Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +25% acid / +20% temporal / +34% light Changes damage: +6% light Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +1 Ward Light radius: +4 It can be used to heal a target within range 9 (based on Willpower) for 245, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elm totem of cure ailments 'Searcutter' [power 1] (10 cooldown) elm totem of cure ailments 'Searcutter' [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Dex / +5 Wil / +3 Cun / +3 Con Changes damage: +3% fire It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Elolrath' [power 152] (20 cooldown) elven-wood totem of healing 'Elolrath' [power 152] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +9% blight Changes resistances penetration: +10% blight Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Lay Web +4 Rushing Claws Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal a target within range 9 (based on Willpower) for 152, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Glowquell the dragonbone wand of conjuration [power 445] (10 cooldown)Glowquell the dragonbone wand of conjuration [power 445] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 16 light Changes resistances: +15% light / +33% fire Changes resistances penetration: +25% fire / +20% light / +20% darkness Talent granted: +5 Void Blast Light radius: +3 It can be used to fire a bolt of a random element with (base) damage 222 to 445, 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. |
diamond 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
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 fedor the Cornac Marauder level 40
49th Regrowth 123rd year of Ascendancy at 12:44 see stats
By fedor the Cornac Marauder level 50
77th Pyre 123rd year of Ascendancy at 07:03 see stats
By fedor the Cornac Marauder level 25
42nd Haze 122nd year of Ascendancy at 03:27 see stats
By fedor the Cornac Marauder level 49
72nd Pyre 123rd year of Ascendancy at 01:30 see stats
By fedor the Cornac Marauder level 49
68th Pyre 123rd year of Ascendancy at 22:23 see stats
By fedor the Cornac Marauder level 43
78th Regrowth 123rd year of Ascendancy at 19:45 see stats
By fedor the Cornac Marauder level 18
78th Dusk 122nd year of Ascendancy at 03:46 see stats
By fedor the Cornac Marauder level 41
74th Regrowth 123rd year of Ascendancy at 23:39 see stats
By fedor the Cornac Marauder level 34
7th Allure 123rd year of Ascendancy at 04:13 see stats
By fedor the Cornac Marauder level 32
8th Decay 122nd year of Ascendancy at 19:13 see stats
By fedor the Cornac Marauder level 50
32nd Dusk 123rd year of Ascendancy at 13:43 see stats
By fedor the Cornac Marauder level 23
30th Haze 122nd year of Ascendancy at 22:00 see stats
By fedor the Cornac Marauder level 32
9th Decay 122nd year of Ascendancy at 09:50 see stats
By fedor the Cornac Marauder level 50
12nd Dusk 123rd year of Ascendancy at 18:00 see stats
By fedor the Cornac Marauder level 25
34th Haze 122nd year of Ascendancy at 00:17 see stats
By fedor the Cornac Marauder level 50
72nd Pyre 123rd year of Ascendancy at 09:29 see stats
By fedor the Cornac Marauder level 10
3rd Flare 122nd year of Ascendancy at 08:30 see stats
By fedor the Cornac Marauder level 20
14th Haze 122nd year of Ascendancy at 12:12 see stats
By fedor the Cornac Marauder level 30
3rd Decay 122nd year of Ascendancy at 16:41 see stats
By fedor the Cornac Marauder level 40
37th Regrowth 123rd year of Ascendancy at 14:15 see stats
By fedor the Cornac Marauder level 50
72nd Pyre 123rd year of Ascendancy at 05:11 see stats
By fedor the Cornac Marauder level 50
11st Dusk 123rd year of Ascendancy at 08:18 see stats
By fedor the Cornac Marauder level 50
1st Dusk 123rd year of Ascendancy at 15:58 see stats
By fedor the Cornac Marauder level 17
31st Dusk 122nd year of Ascendancy at 00:57 see stats
By fedor the Cornac Marauder level 50
4th Flare 123rd year of Ascendancy at 18:47 see stats
By fedor the Cornac Marauder level 21
25th Haze 122nd year of Ascendancy at 04:06 see stats
By fedor the Cornac Marauder level 42
75th Regrowth 123rd year of Ascendancy at 03:20 see stats
By fedor the Cornac Marauder level 50
32nd Dusk 123rd year of Ascendancy at 13:42 see stats
By fedor the Cornac Marauder level 47
65th Pyre 123rd year of Ascendancy at 12:34 see stats
By fedor the Cornac Marauder level 9
2nd Summertide 122nd year of Ascendancy at 20:56 see stats
By fedor the Cornac Marauder level 50
11st Dusk 123rd year of Ascendancy at 14:03 see stats
By fedor the Cornac Marauder level 50
32nd Dusk 123rd year of Ascendancy at 13:43 see stats
By fedor the Cornac Marauder level 50
32nd Dusk 123rd year of Ascendancy at 12:55 see stats
By fedor the Cornac Marauder level 11
8th Flare 122nd year of Ascendancy at 13:47 see stats
By fedor the Cornac Marauder level 23
30th Haze 122nd year of Ascendancy at 07:15 see stats
By fedor the Cornac Marauder level 44
22nd Pyre 123rd year of Ascendancy at 14:39 see stats
By fedor the Cornac Marauder level 22
29th Haze 122nd year of Ascendancy at 22:21 see stats
By fedor the Cornac Marauder level 16
21st Dusk 122nd year of Ascendancy at 15:00 see stats
By fedor the Cornac Marauder level 38
34th Regrowth 123rd year of Ascendancy at 04:36 see stats
Log
fedor performs a melee critical strike against Argoniel!
fedor performs a melee critical strike against Argoniel!
Fedor prepares for the next kill!.
fedor hits Argoniel for 490 physical, 14 arcane, 4 mind, 10 cold, 395 physical, 3 nature, 6 mind, 13 arcane, 4 mind, 384 physical, 0 arcane, 4 mind, 1007 physical, 0 arcane, 4 mind, 10 cold, 339 physical, 3 nature, 6 mind, 0 arcane, 4 mind, 4 mind, 443 physical, 0 arcane, 4 mind, 10 cold, 161 physical (3324 total damage).
fedor hits Wretch titan for 21 cold, 21 cold, 15 mind, 21 cold (78 total damage).
fedor killed Argoniel!
Fedor is invigorated by the attack!
Wretch titan's acid area effect hits fedor for (15 antimagic), 0 acid (0 total damage).
Fedor is invigorated by the attack!
Talent Infusion: Primal is ready to use.
Talent Skullcracker is ready to use.
Acid Splash from Argoniel hits fedor for (11 antimagic), 0 acid (0 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Adventure) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Fedor no longer revels in blood quite so much.
Saving game...
Saving done.
Fedor deactivates Precise Strikes.
Fedor slows down.
Fedor no longer revels in blood quite so much.
Fedor deactivates Total Thuggery.
Fedor deactivates Quickdraw.
Fedor is no longer attuned.
Fedor deactivates Trained Reactions.
Fedor deactivates Wild Growth.
Fedor is free from the acid.
Fedor deactivates Antimagic Shield.