Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 50 / 167% |
| Size | big |
| Lifes / Deaths | Killed by Xerathra the bandit lord at level 16 on the 55th Haze 122nd year of Ascendancy at 08:46 0 / 9Killed by luminous horror at level 19 on the 72nd Regrowth 123rd year of Ascendancy at 22:28 Killed by snow giant boulder thrower at level 20 on the 5th Mirth 123rd year of Ascendancy at 14:43 Killed by grave wight at level 25 on the 7th Regrowth 124th year of Ascendancy at 21:55 Killed by Adyna the bone giant at level 29 on the 8th Pyre 124th year of Ascendancy at 21:59 Killed by Dyuha the human at level 29 on the 25th Pyre 124th year of Ascendancy at 18:25 Killed by ritch flamespitter at level 29 on the 31st Pyre 124th year of Ascendancy at 05:19 Killed by heavy bone giant at level 39 on the 10th Decay 124th year of Ascendancy at 08:30 Killed by Elandar at level 50 on the 32nd Dusk 125th year of Ascendancy at 20:41 |
Primary Stats
| Strength | 104 (base 61) |
| Dexterity | 73 (base 60) |
| Constitution | 102 (base 60) |
| Magic | 24 (base 9) |
| Willpower | 28 (base 10) |
| Cunning | 62 (base 42) |
Resources
| Life | -45/2383 |
| Stamina | 181/222 |
| Equilibrium | 20 |
| Healing Factor | 1.4 |
| Regeneration | 54.548563766246 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 16 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 272 |
| Accuracy | 63 |
| Crit Chance | 33% |
| APR | 47 |
| Speed | 1.20 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24.4 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.56 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 96.985695627324 (100%) |
| Defense | 62.366684601895 |
| Ranged Defense | 65.366684601895 |
| Fatigue | 39 |
| Physical Save | 80.045 |
| Spell Save | 79.33125 |
| Mental Save | 72.90625 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 42% |
| Disarm Resistance | 74% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Silence Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 369 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 591 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 459 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 204 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Shield Wall |
| talent | Shattering Impact |
| detrimental effect | The target is on fire, taking 121.55 fire damage per turn. Burning |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | The target has been splashed with acid, taking 27.23 acid damage per turn, reducing armour by 38 and attack by 33. Acid Splash |
| beneficial effect | Increases life regen by 15.00. Elemental Harmony |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| beneficial effect | Reduces physical damage received by 44% and provides a 27% chance to ignore critial hits. Juggernaut |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by brown bear. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by quasit. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by faeros. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by chitinous spider. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by white worm mass. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by war hound. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 513. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery 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 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. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Dayripper' (0 def, 15 armour) pair of voratun boots 'Dayripper' (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -6% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +12% acid / +12% fire / +13% cold / +7% lightning Changes resistances penetration: +15% light / +10% blight Maximum encumbrance: +36 Physical save: +27 (+5 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 13.96 cold damage and 13.44 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
| On hands | heroic voratun gauntlets of regeneration (0 def, 8 armour) heroic voratun gauntlets of regeneration (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +12 (+3 eff.) Life regen: +5.30 Stamina each turn: +0.80 Psi each turn: +0.31 Maximum life: +56.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Fulatoleg' (dig speed 10 turns) voratun pickaxe 'Fulatoleg' (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +5 Str / +8 Cun / +5 Wil Changes resistances: +13% darkness Damage affinity(heal): +15% darkness Infravision radius: +16 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Glaremaim' voratun ring 'Glaremaim'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +10 Str / +8 Con Changes resistances penetration: +10% light Changes damage: +3% light / +9% mind Mental save: +25 (+6 eff.) Disarm immunity: +43% Pinning immunity: +42% Knockback immunity: +43% Life regen: +1.70 Maximum life: +105.00 Mindpower: +2 (+0 eff.) Light radius: +3 Healing mod.: +24% Rings can have magical properties. |
| 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 / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Archery excellence +0.30 Technique / Shield offense +0.30 Technique / Grappling +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. |
| Around neck | Islurewen the Skywedge Islurewen the SkywedgeInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +5 Str / +8 Con Changes resistances penetration: +10% lightning Changes damage: +12% physical Physical save: +30 (+6 eff.) Life regen: +3.40 Stamina each turn: +0.60 Maximum life: +98.00 Amulets can have magical properties. |
| In main hand | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 180.96 to 542.88 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 454.48 to 908.96 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| 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 Wil / +5 Con 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 (+3 eff.) Mental save: +15 (+3 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 | Galykath the voratun shield (12 def, 21 armour, 68-81.6 power, 200.5 block) Galykath the voratun shield (12 def, 21 armour, 68-81.6 power, 200.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +21 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +14% physical / +16% blight / +30% fire / +18% nature / +3% cold Talent granted: +5 Block Physical save: +3 (+0 eff.) Mental save: +25 (+6 eff.) Handheld deflection devices. |
| Cloak | Stokewoe (3 def, 0 armour) Stokewoe (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +8 Defense: +3 (+0 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +21% darkness / +15% lightning Changes resistances penetration: +14% darkness Changes damage: +19% darkness / +9% fire Critical mult.: +26.00% Stealth bonus: +33 Cut immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Lavajam' (9 def, 20 armour) voratun plate armour 'Lavajam' (9 def, 20 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 16 blight Changes stats: +4 Str / +4 Con Changes resistances: +26% acid / +12% physical / +8% fire / +21% cold / +11% lightning Changes resistances penetration: +5% blight / +5% fire Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Spell save: +20 (+4 eff.) Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +30% Life regen: +3.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +100.00 Healing mod.: +16% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 13 turns, die at -363)heroism infusion (+7 for 13 turns, die at -363) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -363 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (31 nature damage, 35% healing reduction)insidious poison infusion (31 nature damage, 35% 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: 6 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 31.43 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion (459% speed; 7 turns)movement infusion (459% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 459% 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. 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 (262.00 temporal damage, removed from time 4 turns) Rune of the Rift (262.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 262.00 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. controlled phase door rune (range 9)controlled phase door rune (range 9) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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 (217 fire damage)heat beam rune (217 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: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 217.62 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (263 fire damage)heat beam rune (263 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: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 263.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (147 fire damage)heat beam rune (147 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 147.42 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the titan (power 23 for 12 turns)invisibility rune of the titan (power 23 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 23) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune of the warrior (502 lightning damage) lightning rune of the warrior (502 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 167.43 to 502.29 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength 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. manasurge rune (1207% regen over 10 turns; 60 instant mana)manasurge rune (1207% regen over 10 turns; 60 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1207% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 6 turns)shielding rune (absorb 462 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 6 turns. 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. teleportation rune (range 77)teleportation rune (range 77) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 14; dur 19; see horror)vision rune (radius 14; dur 19; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 23) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 15; dur 25; see humanoid)vision rune (radius 15; dur 25; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 24) for 25 turns. Your mind will become more receptive for 25 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
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. |
Belezor the stralite amulet Belezor the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +7 Dex / +8 Wil Critical mult.: +6.00% Maximum encumbrance: +10 Physical save: +10 (+2 eff.) Life regen: +0.80 Stamina each turn: +0.20 Amulets can have magical properties. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xanobrewyn XanobrewynCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +10% physical Talent mastery: +0.22 Technique / Shield offense Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of murderenraging voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Changes damage: +10% physical Critical mult.: +17.00% Combat speed: +10% Amulets can have magical properties. |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. serendipitous voratun amulet of murderserendipitous voratun amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Defense: +12 (+3 eff.) Changes stats: +18 Lck Critical mult.: +18.00% Reduce all damage from unseen attackers: 17% 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. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 58.23 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Mardedubers the Plagueonslaught Mardedubers the PlagueonslaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +5 Con Changes resistances: +9% darkness / +6% light Spell save: +28 (+5 eff.) Maximum stamina: +31.00 Rings can have magical properties. |
Velyldama the steel ring Velyldama the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +6% blight / +3% mind Physical save: +3 (+0 eff.) Spell save: +6 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. conjurer's voratun ring of lifeconjurer's voratun ring of life Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil / +7 Mag Life regen: +1.80 Maximum life: +84.00 Spellpower: +12 (+4 eff.) Healing mod.: +20% Rings can have magical properties. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
gladiator's stralite ring of light (+32%) gladiator's stralite ring of light (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +32% light Changes damage: +16% light Rings can have magical properties. |
gladiator's stralite ring of tenacity gladiator's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +9 Str / +7 Con Disarm immunity: +32% Pinning immunity: +20% Knockback immunity: +30% Maximum life: +38.00 Rings can have magical properties. |
gladiator's stralite ring of warding gladiator's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +18% acid / +14% fire / +17% cold / +25% lightning Rings can have magical properties. |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 50%. Rings can have magical properties. |
psionicist's stralite ring of tenacity psionicist's stralite ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +22% Maximum life: +35.00 Rings can have magical properties. |
steel ring 'Islomira' steel ring 'Islomira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Critical mult.: +3.00% Mental save: +6 (+1 eff.) Confusion immunity: +22% Maximum stamina: +10.00 Rings can have magical properties. |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+0 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
Gunanik the dwarven-steel battleaxe (32.5-48.75 power, 2 apr) Gunanik the dwarven-steel battleaxe (32.5-48.75 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 24% chance to daze Damage (Melee): +8 acid Burst (radius 1) on hit: +4 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Str / +2 Dex / +3 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +12% lightning Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 203.84 fire damage, and flames will be left dealing a further 47.49 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Unridas (31-46.5 power, 2 apr) Unridas (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +35 insidious poison / +8 acid When wielded/worn: Changes resistances: +3% fire / +3% temporal Confusion immunity: +10% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of phasing (37.5-48.75 power, 13 apr)elemental voratun dagger of phasing (37.5-48.75 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +40% When wielded/worn: Changes resistances penetration: +9% acid / +12% fire / +10% cold / +13% lightning Sharp, short and deadly. |
Lelulazor the voratun greatmaul (66-99 power, 4 apr) Lelulazor the voratun greatmaul (66-99 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn On weapon crit: * wounds the target reducing their healing Damage (Melee): +17 temporal / +28 nature When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Changes stats: +7 Str Changes resistances: +6% darkness / +2% physical Changes damage: +13% physical Physical save: +6 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +10% Stamina when hit: +3.00 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
balanced stralite greatmaul of rage (57-85.5 power, 3 apr) balanced stralite greatmaul of rage (57-85.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +28 (+7 eff.) Defense: +12 (+3 eff.) Changes stats: +6 Str Changes damage: +10% physical Disarm immunity: +29% Stamina when hit: +2.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatmaul of rage (65-97.5 power, 4 apr)caustic voratun greatmaul of rage (65-97.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 48% chance to corrode armour When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +7 Str Changes resistances penetration: +16% acid Changes damage: +14% physical Life regen: +3.00 Stamina when hit: +3.00 Massive two-handed mauls. |
elemental steel greatmaul of phasing (31.5-47.25 power, 11 apr) elemental steel greatmaul of phasing (31.5-47.25 power, 11 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +14% When wielded/worn: Changes resistances penetration: +12% acid / +14% fire / +13% cold / +10% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful voratun greatmaul of shearing (65.5-98.25 power, 4 apr)hateful voratun greatmaul of shearing (65.5-98.25 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +21% Living When wielded/worn: Armour penetration: +20 Changes resistances penetration: +21% physical Changes damage: +21% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of evisceration (68-102 power, 4 apr)voratun greatmaul of evisceration (68-102 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+3 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of shearing (69-103.5 power, 4 apr)voratun greatmaul of shearing (69-103.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Changes resistances penetration: +17% physical Changes damage: +21% physical Massive two-handed mauls. |
Balendil the stralite greatsword (62.5-100 power, 3 apr) Balendil the stralite greatsword (62.5-100 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +26 insidious poison When wielded/worn: Physical power: +16 (+3 eff.) Changes stats: +2 Cun / +6 Con Changes resistances penetration: +17% physical Mental save: +20 (+5 eff.) Disarm immunity: +21% Psi when hit: +0.12 Maximum hate: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 114% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatsword of massacre (77.5-124 power, 4 apr)blazebringer's voratun greatsword of massacre (77.5-124 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.5 - 124.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +19% fire Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. caustic voratun greatsword of nature (63.5-101.6 power, 4 apr)caustic voratun greatsword of nature (63.5-101.6 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +17% nature / +16% acid Life regen: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial voratun greatsword of dampening (60-96 power, 4 apr)glacial voratun greatsword of dampening (60-96 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +31 ice When wielded/worn: Armour: +19 Changes resistances: +21% acid / +20% fire / +24% cold / +24% lightning Changes resistances penetration: +20% cold Spell save: +13 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatsword (61.5-98.4 power, 4 apr)inquisitor's voratun greatsword (61.5-98.4 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword of amnesia (62.5-100 power, 4 apr)plaguebringer's voratun greatsword of amnesia (62.5-100 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +23 blight When wielded/worn: Disease immunity: +37% Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+4 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 126.69 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Todar the stralite longsword (42.5-59.5 power, 5 apr) Todar the stralite longsword (42.5-59.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature / +10 temporal Burst (radius 2) on crit: +5 ice When wielded/worn: Armour: +9 Changes stats: +2 Cun Changes resistances: +3% acid Changes resistances penetration: +10% mind / +10% cold Mental crit. chance: +2% Sharp, long, and deadly. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 88.75 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of paradox (42-58.8 power, 6 apr)balanced voratun longsword of paradox (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 temporal When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 20 temporal Changes resistances: +14% temporal Disarm immunity: +43% Sharp, long, and deadly. |
thunderous dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr) thunderous dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 6% chance to daze Damage (Melee): +5 nature / +10 temporal When wielded/worn: Changes stats: +2 Str / +1 Dex / +3 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances penetration: +8% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun longsword (43-60.2 power, 6 apr)warbringer's voratun longsword (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +14% physical Disarm immunity: +33% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun longsword (40-56 power, 6 apr)warbringer's voratun longsword (40-56 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +12% physical Disarm immunity: +27% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun mace of dampening (44.5-62.3 power, 6 apr)balanced voratun mace of dampening (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+2 eff.) Changes resistances: +15% acid / +17% fire / +14% cold / +15% lightning Spell save: +13 (+2 eff.) Disarm immunity: +44% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun mace of nature (45.5-63.7 power, 6 apr)slime-covered voratun mace of nature (45.5-63.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +11% nature Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Rhigathel (17.5-19.25 power, 40 apr, nature damage)Rhigathel (17.5-19.25 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes stats: +5 Cun Changes damage: +5% nature Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Mental save: +18 (+4 eff.) Mindpower: +13 (+5 eff.) Mental crit. chance: +5% Light radius: +2 See invisible: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of sand (16.5-18.15 power, 40 apr, nature damage)horrifying living mindstar of sand (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 15 physical / 8 mind / 4 darkness Changes resistances: +20% physical Changes resistances penetration: +15% physical Changes damage: +20% physical / +8% mind / +9% darkness Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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 mind power and a nature gift 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 16 of target armor and 8% 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. nature's living mindstar of sand (17-18.7 power, 40 apr, nature damage)nature's living mindstar of sand (17-18.7 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 sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 physical Changes resistances: +7% blight / +4% physical Changes resistances penetration: +18% physical Changes damage: +10% nature / +20% physical Disease immunity: +21% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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 mind power and a nature gift 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 16 of target armor and 8% 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. nature's living mindstar of the jelly (16.5-18.15 power, 40 apr, mind damage)nature's living mindstar of the jelly (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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% blight Changes damage: +8% acid / +7% nature Disease immunity: +22% Equilibrium when hit: +2.40 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's living mindstar of persecution (17.5-19.25 power, 40 apr, mind damage)summoner's living mindstar of persecution (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Mindpower: +19 (+7 eff.) Mental crit. chance: +10% 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. Sparkbright the drakeskin leather slingSparkbright the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +18 acid When wielded/worn: Changes resistances penetration: +5% lightning / +5% arcane / +15% mind Changes damage: +20% acid / +12% arcane / +6% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling of naturemighty drakeskin leather sling of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 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): +35 nature When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Str Changes resistances: +10% all Changes resistances penetration: +12% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of true flightsteady drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +27 (+6 eff.) Physical crit. chance: +14.0% Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)blighted dragonbone magestaff of wizardry (30-36 power, 6 apr, cold 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 16% chance to disease Changes stats: +6 Wil / +4 Mag Changes damage: +30% cold Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum mana: +94.00 Maximum vim: +40.00 Spellpower: +25 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element)bloodlich's dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +4 Wil / +9 Cun / +6 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +28.00% Vim when firing critical spell: +6.00 Maximum mana: +74.00 Maximum vim: +45.00 Maximum neg.energy: +47.00 Spellpower: +24 (+9 eff.) Spell crit. chance: +5% 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 magestaff of wizardry (30-36 power, 6 apr, cold element)cruel dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Wil / +4 Mag Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +17.00% Maximum mana: +87.00 Spellpower: +26 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of fate (30-36 power, 6 apr, fire element)dragonbone vilestaff of fate (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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +13 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +9 (+2 eff.) Spellpower: +15 (+6 eff.) Spell crit. chance: +12% 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 starstaff of protection (30-36 power, 6 apr, light element)ethereal dragonbone starstaff of protection (30-36 power, 6 apr, light 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+5 eff.) Damage (Melee): 9 % chance of confusion Changes resistances: +15% light Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +22 (+8 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. greater dragonbone magestaff of blasting (30-36 power, 6 apr, arcane element)greater dragonbone magestaff of blasting (30-36 power, 6 apr, arcane 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Spellpower: +28 (+11 eff.) Spell crit. chance: +14% It can be used to unleash an elemental blastwave, dealing 35.74 - 42.89 arcane damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of evisceration (38.5-53.9 power, 6 apr)plaguebringer's voratun waraxe of evisceration (38.5-53.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Disease immunity: +27% One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 34 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Sunstun the drakeskin leather belt Sunstun the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +3% fire Changes resistances penetration: +15% acid / +5% fire Changes damage: +3% acid / +3% fire Spell save: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of recklessnessdrakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Critical mult.: +11.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather belt of the giantsspiritwalker's drakeskin leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Mag Spell save: +11 (+2 eff.) Mana each turn: +0.45 Maximum mana: +38.00 Size category: +1 A belt that goes around your waist. |
Blazestoker the elven-silk cloak (18 def, 0 armour) Blazestoker the elven-silk cloak (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Defense: +18 (+4 eff.) Fatigue: -6% Effects on melee hit: * 40% chance to daze * 15% chance to blind Changes resistances: +19% darkness / +6% light Changes resistances penetration: +20% darkness / +15% light Changes damage: +21% darkness Stealth bonus: +25 Physical save: +9 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiancejustice the elven-silk cloak (3 def, 0 armour) Radiancejustice the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +3 (+0 eff.) Damage when hit (Melee): 20 light Changes stats: +6 Cun / +5 Dex Changes resistances: +20% blight / +16% nature / +9% darkness Life regen: +2.80 Maximum life: +60.00 Light radius: +3 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. marshal's elven-silk cloak of fog (11 def, 0 armour)marshal's elven-silk cloak of fog (11 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +23% light / +20% fire Stealth bonus: +13 Physical save: +15 (+3 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative elven-silk cloak of Iron Throne (3 def, 0 armour)restorative elven-silk cloak of Iron Throne (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +17% nature / +16% blight Life regen: +2.40 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (5 def, 0 armour)ancient elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +7 Mag Changes resistances penetration: +14% physical / +9% temporal Changes damage: +20% physical / +13% temporal Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of alchemy (5 def, 0 armour)focusing elven-silk robe of alchemy (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 (+1 eff.) Changes stats: +8 Wil / +7 Mag Changes resistances: +17% acid / +17% physical / +17% cold / +15% fire Changes damage: +13% acid / +11% physical / +12% cold / +15% fire Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.23 Psi each turn: +0.30 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 life (5 def, 0 armour)mindwoven elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +16% blight Mental save: +27 (+6 eff.) Life regen: +6.00 Maximum life: +100.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of frost (+24%) (5 def, 0 armour)slimy elven-silk robe of frost (+24%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 8% * 7 arcane resource burn Changes resistances: +24% cold Changes damage: +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's elven-silk robe of darkness (+25%) (5 def, 0 armour)stargazer's elven-silk robe of darkness (+25%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Cun Changes resistances: +25% darkness Changes damage: +16% light / +33% darkness Spellpower: +6 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of strife (0 def, 5 armour)eldritch pair of voratun boots of strife (0 def, 5 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Mag / +8 Wil / +5 Con Changes resistances penetration: +7% physical Mana each turn: +0.56 Maximum mana: +60.00 Spell crit. chance: +4% Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of uncanny dodging (5 def, 14 armour)miner's pair of voratun boots of uncanny dodging (5 def, 14 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of void walking (0 def, 5 armour)wanderer's pair of drakeskin leather boots of void walking (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Con Changes resistances: +28% darkness / +26% temporal Changes resistances penetration: +14% darkness / +17% temporal Physical save: +22 (+4 eff.) Mental save: +16 (+4 eff.) Defense after a teleport: +29 Resist all after a teleport: +20% New effects duration reduction after a teleport: +25% A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) wanderer's pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +15 (+3 eff.) Mental save: +13 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level. alchemist's voratun gauntlets (0 def, 3 armour)alchemist's voratun gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 acid / 10 fire / 9 lightning / 9 cold Changes stats: +4 Wil / +4 Mag Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of archery (0 def, 3 armour) brawler's voratun gauntlets of archery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +3 Changes stats: +4 Str / +9 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 210% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
This item will automatically be transmogrified when you leave the level. Eilinilrarin the Daycrack (0 def, 5 armour)Eilinilrarin the Daycrack (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +5 Dex / +2 Wil / +9 Cun Changes resistances penetration: +5% mind Changes damage: +9% lightning Light radius: +2 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of knowledge (3 def, 0 armour)aegis elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +6 Wil Life regen: +5.30 Mindpower: +5 (+2 eff.) Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather cap of constitution (+10) (0 def, 5 armour)cleansing drakeskin leather cap of constitution (+10) (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +15% nature / +11% blight A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of fortune (0 def, 5 armour)drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +11 Lck Spell crit. chance: +8% Mental crit. chance: +6% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of trickery (0 def, 5 armour)drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat 'Radiancehunt' (3 def, 0 armour)elven-silk wizard hat 'Radiancehunt' (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +6 Wil / +5 Mag Changes resistances: +12% mind / +3% light Changes resistances penetration: +15% mind Changes damage: +13% temporal / +16% light / +15% darkness / +30% mind / +7% physical Physical save: +11 (+2 eff.) Mental save: +13 (+3 eff.) Maximum psi: +24.00 Spellpower: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Light radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather cap of fortune (0 def, 5 armour)grounding drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +12 Lck Changes resistances: +15% lightning / +14% temporal Spell crit. chance: +3% Mental crit. chance: +6% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. miner's drakeskin leather cap of strength (+7) (0 def, 9 armour)miner's drakeskin leather cap of strength (+7) (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +7 Str Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of precognition (10 def, 5 armour)thaloren drakeskin leather cap of precognition (10 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Changes stats: +8 Cun / +5 Wil Changes resistances: +13% blight Mental save: +8 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun helm of ire (0 def, 5 armour)voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Physical save: +12 (+2 eff.) Mental save: +10 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.2 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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. werebeast's drakeskin leather cap of trickery (0 def, 5 armour)werebeast's drakeskin leather cap of trickery (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +8 Cun / +4 Con Changes resistances: -26% light Life regen: +8.00 A cap made of leather. |
werebeast's voratun helm of fortune (0 def, 5 armour) werebeast's voratun helm of fortune (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Dex / +3 Cun / +3 Con / +12 Lck Changes resistances: -29% light Life regen: +4.70 Spell crit. chance: +5% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of acid resistance (5 def, 26 armour)impenetrable voratun mail armour of acid resistance (5 def, 26 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +27% acid A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+4 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. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+4 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 108.61 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
This item will automatically be transmogrified when you leave the level. marauder's drakeskin leather armour of natural resilience (12 def, 8 armour)marauder's drakeskin leather armour of natural resilience (12 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex Changes resistances: +18% nature / +17% blight Reduced damage from: +12% Unnatural Physical save: +16 (+3 eff.) A suit of armour made of leather. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Bethada the Deepscut (12 def, 3 armour, 63-75.6 power, 212 block) Bethada the Deepscut (12 def, 3 armour, 63-75.6 power, 212 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +212 Burst (radius 2) on crit: +4 darkness When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +3% darkness / +28% cold Changes resistances penetration: +10% darkness Changes damage: +12% darkness / +3% arcane Talent granted: +5 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+3 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
This item will automatically be transmogrified when you leave the level. crackling voratun shield (12 def, 3 armour, 66-79.2 power, 198.5 block)crackling voratun shield (12 def, 3 armour, 66-79.2 power, 198.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 Damage (Melee): +19 lightning When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 17% chance to daze Changes stats: +4 Dex Changes resistances: +19% lightning Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of radiance (12 def, 13 armour, 67-80.4 power, 289 block)reinforced voratun shield of radiance (12 def, 13 armour, 67-80.4 power, 289 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +289 Damage (Melee): +19 light When wielded/worn: Armour: +13 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to blind Changes stats: +6 Con / +3 Mag Changes resistances: +19% light Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. warded voratun shield of radiance (12 def, 3 armour, 69-82.8 power, 204 block)warded voratun shield of radiance (12 def, 3 armour, 69-82.8 power, 204 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +204 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +17 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 35% chance to blind Changes stats: +6 Con / +5 Mag Changes resistances: +16% light Maximum wards: +6 lightning / +6 temporal / +4 blight / +4 fire / +4 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows (18/18, 54-75.6 power, 18 apr)elemental quiver of dragonbone arrows (18/18, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 18 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
hateful quiver of elm arrows of crippling (15/15, 14-19.6 power, 5 apr) hateful quiver of elm arrows of crippling (15/15, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.0% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +5 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
661 alchemist agate 661 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. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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% Air currents swirl around this bright blue jewel. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 lapis lazuli 14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal 16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Camydunadin the Magmadare (dig speed 35 turns) Camydunadin the Magmadare (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances penetration: +5% fire Changes damage: +9% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Badrachak' (dig speed 19 turns) iron pickaxe 'Badrachak' (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Str Changes resistances: +5% arcane Changes damage: +5% mind / +5% fire Mental save: +6 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
This item will automatically be transmogrified when you leave the level. miner's voratun pickaxe (dig speed 17 turns)miner's voratun pickaxe (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Infravision radius: +3 When carried: Talent granted: +1 Dig 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 the Iron Throne (dig speed 10 turns)voratun pickaxe of the Iron Throne (dig speed 10 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +36.00 Maximum stamina: +25.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinymira the alchemist's lamp Eilinymira the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Mag / +2 Cun / +6 Con Changes resistances: +8% blight Life regen: +2.50 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire 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. |
watchleader's brass lantern of the zealot watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+1 eff.) Blindness immunity: +21% Confusion immunity: +11% Light radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. 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. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +0% all Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
69 alchemist bloodstone 69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 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. |
11 fire opal 11 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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 ruby 15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. arcing pouch of voratun shots of gravity (18/18, 51.5-61.8 power, 6 apr)arcing pouch of voratun shots of gravity (18/18, 51.5-61.8 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 18 On weapon hit: * 25% chance for lightning to arc to a second target * 10% chance to crush the target Damage (Ranged): +15 gravity / +13 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of the leech (20/20, 55.5-66.6 power, 6 apr)hateful pouch of voratun shots of the leech (20/20, 55.5-66.6 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * Slows global speed by 9% * leeches stamina from the target Damage (Ranged): +30 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots (20/20, 55-66 power, 6 apr)pouch of voratun shots (20/20, 55-66 power, 6 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's pouch of voratun shots of crippling (50/50, 63.5-76.2 power, 10 apr)sentry's pouch of voratun shots of crippling (50/50, 63.5-76.2 power, 10 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +19.0% Capacity: 50 Turns elapse between self-loadings: 2 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Blastspike [power 249] (40 cooldown) Blastspike [power 249] (40 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +3% nature / +6% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Spell save: +10 (+2 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 249 for 7 turns, putting all charms on cooldown for 40 turns. Torques are made by powerful psionics to store psionic powers. |
Lustresever the dwarven-steel torque of charged psionic shield [power 37] (15 cooldown) Lustresever the dwarven-steel torque of charged psionic shield [power 37] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 light Changes resistances: +3% light Changes damage: +6% lightning It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 37 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Stormrain the stralite torque of charged psionic shield [power 109] (20 cooldown) Stormrain the stralite torque of charged psionic shield [power 109] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +3% lightning It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 109 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Stokebreeze [power 4] (10 cooldown)Stokebreeze [power 4] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% fire Changes damage: +9% arcane Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental save: +26 (+6 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% It can be used to remove up to 4 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone totem of thorny skin [power 134] (29 cooldown)overpowered dragonbone totem of thorny skin [power 134] (29 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 134 and armour hardiness by 70%, putting all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. warded dragonbone totem of cure ailments [power 4] (10 cooldown)warded dragonbone totem of cure ailments [power 4] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +4 acid / +4 nature / +4 light Talent granted: +1 Ward It can be used to remove up to 4 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 diamond 7 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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By shieldy the Ogre Bulwark level 29
29th Regrowth 124th year of Ascendancy at 08:58 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By shieldy the Ogre Bulwark level 47
1st Flare 125th year of Ascendancy at 23:33 see stats
Against all odds
Killed Ukruk in the ambush.By shieldy the Ogre Bulwark level 28
17th Regrowth 124th year of Ascendancy at 19:15 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By shieldy the Ogre Bulwark level 29
1st Pyre 124th year of Ascendancy at 01:35 see stats
Arachnophobia
Destroyed the spydric menace.By shieldy the Ogre Bulwark level 34
6th Dusk 124th year of Ascendancy at 06:49 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By shieldy the Ogre Bulwark level 35
17th Dusk 124th year of Ascendancy at 06:30 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By shieldy the Ogre Bulwark level 43
19th Regrowth 125th year of Ascendancy at 21:03 see stats
Brave new world
Went to the Far East and took part in the war.By shieldy the Ogre Bulwark level 33
1st Dusk 124th year of Ascendancy at 23:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By shieldy the Ogre Bulwark level 13
7th Haze 122nd year of Ascendancy at 11:10 see stats
Destroyer of the creation
Killed Slasul.By shieldy the Ogre Bulwark level 35
12nd Dusk 124th year of Ascendancy at 21:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By shieldy the Ogre Bulwark level 30
36th Pyre 124th year of Ascendancy at 21:30 see stats
Dragon's Greed
Amassed 8000 gold pieces.By shieldy the Ogre Bulwark level 43
47th Pyre 125th year of Ascendancy at 19:45 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By shieldy the Ogre Bulwark level 18
70th Regrowth 123rd year of Ascendancy at 23:04 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By shieldy the Ogre Bulwark level 41
6th Regrowth 125th year of Ascendancy at 18:18 see stats
Exterminator
Killed 1000 creatures.By shieldy the Ogre Bulwark level 15
54th Haze 122nd year of Ascendancy at 03:27 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By shieldy the Ogre Bulwark level 20
72nd Pyre 123rd year of Ascendancy at 01:26 see stats
Fear me not!
Survived the Fearscape!By shieldy the Ogre Bulwark level 30
34th Pyre 124th year of Ascendancy at 14:41 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By shieldy the Ogre Bulwark level 48
20th Dusk 125th year of Ascendancy at 17:52 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By shieldy the Ogre Bulwark level 34
12nd Dusk 124th year of Ascendancy at 12:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By shieldy the Ogre Bulwark level 24
72nd Haze 123rd year of Ascendancy at 00:41 see stats
Level 10
Got a character to level 10.By shieldy the Ogre Bulwark level 10
1st Dusk 122nd year of Ascendancy at 12:56 see stats
Level 20
Got a character to level 20.By shieldy the Ogre Bulwark level 20
56th Pyre 123rd year of Ascendancy at 04:42 see stats
Level 30
Got a character to level 30.By shieldy the Ogre Bulwark level 30
32nd Pyre 124th year of Ascendancy at 02:05 see stats
Level 40
Got a character to level 40.By shieldy the Ogre Bulwark level 40
6th Allure 125th year of Ascendancy at 06:40 see stats
Level 50
Got a character to level 50.By shieldy the Ogre Bulwark level 50
26th Dusk 125th year of Ascendancy at 05:04 see stats
Oozemancer
Destroyed the corrupted oozemancer.By shieldy the Ogre Bulwark level 31
52nd Pyre 124th year of Ascendancy at 22:17 see stats
Orcrist
Killed the leaders of the Orc Pride.By shieldy the Ogre Bulwark level 48
2nd Dusk 125th year of Ascendancy at 00:51 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By shieldy the Ogre Bulwark level 17
70th Haze 122nd year of Ascendancy at 18:43 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By shieldy the Ogre Bulwark level 24
67th Haze 123rd year of Ascendancy at 06:40 see stats
Size is everything
Did over 1500 damage in one attack.By shieldy the Ogre Bulwark level 48
2nd Dusk 125th year of Ascendancy at 00:45 see stats
Size matters
Did over 600 damage in one attack.By shieldy the Ogre Bulwark level 31
52nd Pyre 124th year of Ascendancy at 14:24 see stats
Sliders
Activated a portal using the Orb of Many Ways.By shieldy the Ogre Bulwark level 33
8th Flare 124th year of Ascendancy at 08:05 see stats
That was close
Killed your target while having only 1 life left.By shieldy the Ogre Bulwark level 29
31st Pyre 124th year of Ascendancy at 05:10 see stats
The Arena
Unlocked Arena mode.By shieldy the Ogre Bulwark level 8
1st Flare 122nd year of Ascendancy at 01:39 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By shieldy the Ogre Bulwark level 45
62nd Pyre 125th year of Ascendancy at 18:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By shieldy the Ogre Bulwark level 19
56th Pyre 123rd year of Ascendancy at 04:42 see stats
The secret city
Discovered the truth about mages.By shieldy the Ogre Bulwark level 10
5th Dusk 122nd year of Ascendancy at 00:30 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By shieldy the Ogre Bulwark level 36
8th Haze 124th year of Ascendancy at 19:27 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By shieldy the Ogre Bulwark level 26
12nd Regrowth 124th year of Ascendancy at 13:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By shieldy the Ogre Bulwark level 16
63rd Haze 122nd year of Ascendancy at 06:03 see stats
Unstoppable
Returned from the dead.By shieldy the Ogre Bulwark level 29
31st Pyre 124th year of Ascendancy at 05:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By shieldy the Ogre Bulwark level 27
16th Regrowth 124th year of Ascendancy at 15:43 see stats
Log
Shieldy's Blighted Maul shakes the ground with its impact!
shieldy hits Argoniel for 37 blight, 115 physical, , 1 lightning, 2 fire, 2 acid, , 1 cold (161 total damage).
Elandar casts Flame.
Elandar's spell attains critical power!
Shieldy shrugs off the critical damage!
Argoniel drains life from shieldy!
Shieldy stops bleeding.
Shieldy has recovered!
Talent Block is ready to use.
Talent Ogric Wrath is ready to use.
Elandar hits shieldy for 132 fire damage.
Burning from Elandar hits shieldy for 99 fire damage.
shieldy hits Argoniel for 11 healing, 11 blight (11 total damage) [12 healing].
Bleeding from Heavy bone giant hits shieldy for 22 physical damage.
Argoniel hits shieldy for 8 physical, 4 acid, 3 fire, 3 cold, 4 lightning, 29 blight, 28 fire (83 total damage).
Acid Splash from Argoniel hits shieldy for 12 acid damage.
Bleeding from Heavy bone giant hits Argoniel for 31 physical damage.
Elandar casts Manathrust.
Elandar hits shieldy for 386 arcane damage.
Argoniel casts Dark Surprise.
Argoniel drains life from shieldy!
Talent Shield Pummel is ready to use.
Argoniel hits shieldy for 8 physical, 4 acid, 3 fire, 3 cold, 4 lightning, 29 blight, 29 lightning (84 total damage).
Acid Splash from Argoniel hits shieldy for 12 acid damage.
shieldy hits Argoniel for 11 healing, 11 blight (11 total damage) [12 healing].
Burning from Elandar hits shieldy for 99 fire damage.
Shieldy casts Rune: Controlled Phase Door.
Elandar casts Lightning.
Saving game...
