Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Berserker |
Level / Exp | 41 / 62% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 65 (base 31) |
Constitution | 101 (base 60) |
Magic | 14 (base 10) |
Willpower | 38 (base 24) |
Cunning | 47 (base 10) |
Resources
Life | 1928/1928 |
Stamina | 105/230 |
Healing Factor | 2.1136900369005 |
Regeneration | 86.650876814378 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 61.761670570017 |
See Invisible | 64.761670570017 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 157 |
Accuracy | 73 |
Crit Chance | 47% |
APR | 58 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +9% |
Acid | +12% |
Mind | +19% |
All | 0% |
Offense: Damage Penetration
Temporal | +20% |
Arcane | +5% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 67.723073231957 (100%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 19 |
Physical Save | 63 |
Spell Save | 36 |
Mental Save | 53 |
Defense: Resistances
Arcane | + 19%( 70%) |
Mind | + 61%( 70%) |
All | + 15%( 70%) |
Lightning | + 35%( 70%) |
Light | + 20%( 70%) |
Temporal | + 27%( 70%) |
Cold | + 53%( 70%) |
Physical | + 32%( 70%) |
Fire | + 44%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Confusion Resistance | 80% |
Teleport Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shattering Impact |
talent | Berserker Rage |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+19). Continuum Destabilization |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: Random Artifact: Furnacebane (10-15 power, 10 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: Random Artifact: Turorach (5 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 28)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: +1 Generic Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 46)0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 16) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 24)You completed the challenge and received: Random Artifact: Balygoyon | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 40)You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 51)You completed the challenge and received: Random Artifact: Flameraven (0 def, 5 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 30)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 35) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 37) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 4) | failed |
Leave the level in less than 111 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (111) (Level 25)Turns left: -1 | failed |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 45)Turns left: 69 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 147 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (147) (Level 48)Turns left: 21 You completed the challenge and received: Random Artifact: Bloomsteel (43-60.2 power, 6 apr) | done |
Leave the level in less than 258 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (258) (Level 39)Turns left: 46 You completed the challenge and received: Random Artifact: Hellsgrit (3 def, 2 armour) | done |
Leave the level in less than 273 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (273) (Level 27)Turns left: 60 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 300 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (300) (Level 34)Turns left: 58 You completed the challenge and received: Random Artifact: Xanema (0 def, 3 armour) | done |
Leave the level in less than 306 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (306) (Level 42)Turns left: 49 You completed the challenge and received: Random Artifact: Shimmerbane | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Flameraven (0 def, 5 armour) Flameraven (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Str / +1 Dex / +13 Cun / +9 Con Changes resistances: +16% fire / +6% mind / +15% cold Changes resistances penetration: +5% fire Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +47 (+12 eff.) Mental save: +47 (+13 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's dwarven lantern of focus survivor's dwarven lantern of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes damage: +10% mind Physical save: +10 (+3 eff.) Light radius: +4 Healing mod.: +18% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Xanema (0 def, 3 armour) Xanema (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +1% Changes stats: +5 Str / +2 Dex / +4 Mag / +1 Wil / +2 Cun / +5 Con / +13 Lck Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +5% arcane Grants telepathy: Dragon Allows you to breathe in: water Spell crit. chance: +5% Mental crit. chance: +4% Infravision radius: +1 See invisible: +3 A cap made of leather. |
Tool | Velubrevea [power 90] (20 cooldown) Velubrevea [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Changes damage: +12% acid / +9% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.20 Maximum life: +86.00 Healing mod.: +25% Rings can have magical properties. |
On fingers | Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around waist | Sparkcast the drakeskin leather belt Sparkcast the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% temporal / +6% light / +18% fire / +6% nature / +9% cold Physical save: +14 (+4 eff.) Spell save: +20 (+8 eff.) Maximum life: +70.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
In main hand | 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 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. |
On hands | Salebeth the voratun gauntlets (0 def, 13 armour) Salebeth the voratun gauntlets (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Armour penetration: +12 Physical power: +2 (+1 eff.) Armour: +13 Armour Hardiness: +15% Changes stats: +13 Dex / +9 Cun / +11 Con Changes resistances: +10% physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable stralite plate armour of Eyal (7 def, 27 armour) impenetrable stralite plate armour of Eyal (7 def, 27 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +27 Defense: +7 (+3 eff.) Fatigue: +26% Life regen: +1.30 Maximum life: +58.00 Healing mod.: +18% A suit of armour made of metal plates. |
Cloak | Bokikan (3 def, 0 armour) Bokikan (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +10 Dex / +10 Cun Changes resistances: +3% temporal Critical mult.: +6.00% Stamina each turn: +0.20 Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Lorudil the voratun amulet Lorudil the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +2 Fatigue: -10% Changes resistances: +23% lightning / +12% cold / +23% mind / +3% temporal Disarm immunity: +5% Confusion immunity: +40% Stun/Freeze immunity: +32% Life regen: +1.50 Only die when reaching: -40.00 life Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 177) healing infusion of the duelist (heal 177)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+14 for 13 turns, die at -427) heroism infusion of the duelist (+14 for 13 turns, die at -427)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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 13 turns. While Heroism is active, you will only die when reaching -427 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (41 nature damage, 60% healing reduction)insidious poison infusion (41 nature damage, 60% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 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 41.29 nature damage per turn for 7 turns, and reducing the target's healing received by 60%. 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. |
insidious poison infusion of the duelist (35 nature damage, 20% healing reduction) insidious poison infusion of the duelist (35 nature damage, 20% 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: 3 Cooldown: 21 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 34.57 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 491 over 5 turns) regeneration infusion (heal 491 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 8; power 52; turns 5; dispels darkness) sun infusion of the duelist (rad 8; power 52; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 56; turns 3; dispels darkness) sun infusion of the warrior (rad 6; power 56; turns 3; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 56) for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the duelist (261 acid damage; disarm 5 turns with power 53) acid wave rune of the duelist (261 acid damage; disarm 5 turns with power 53)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 260.96 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 53 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 11; power 25; dur 3) phase door rune of the psychic (range 11; power 25; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower 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. |
shielding rune of the wizard (absorb 142 for 3 turns) shielding rune of the wizard (absorb 142 for 3 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 88) teleportation rune of the duelist (range 88)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 88 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 58) teleportation rune of the psychic (range 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 126) teleportation rune of the titan (range 126)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 126 with a minimum range of 15. 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. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+6 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Lisetira LisetiraInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Changes stats: +4 Mag / +7 Wil / +2 Cun / +3 Con Changes resistances: +21% nature / +27% blight Changes resistances cap: +3% all Grants telepathy: Humanoid/Orc Physical save: +14 (+4 eff.) Mental save: +11 (+3 eff.) Poison immunity: +42% Disease immunity: +24% Confusion immunity: +17% Mindpower: +9 (+3 eff.) Infravision radius: +2 Amulets can have magical properties. |
Shimmerbane ShimmerbanePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +12% lightning / +6% temporal / +5% light / +3% blight / +5% darkness / +6% physical Critical mult.: +10.00% Spell save: +9 (+4 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +13% Teleport immunity: +50% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+4 eff.) Spell crit. chance: +5% Mindpower: +8 (+3 eff.) It can be used to teleport you randomly (rad 41), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
restful gold amulet of manastreaming restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +1.10 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Amulets can have magical properties. |
restful gold amulet of mastery (0.22 Cunning / Dirty fighting) restful gold amulet of mastery (0.22 Cunning / Dirty fighting)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Talent mastery: +0.22 Cunning / Dirty fighting Life regen: +1.10 Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +20 (+5 eff.) Spell save: +13 (+6 eff.) Mental save: +17 (+5 eff.) Amulets can have magical properties. |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+5 eff.) Changes stats: +16 Lck Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
stralite amulet 'Galebretha' stralite amulet 'Galebretha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +16% temporal / +25% cold / +18% fire Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +10 (+3 eff.) Spell save: +19 (+8 eff.) Mental save: +17 (+5 eff.) Pinning immunity: +28% Knockback immunity: +38% Equilibrium when hit: +0.08 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +24% Infravision radius: +5 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
warmaker's voratun amulet of strength (+13) warmaker's voratun amulet of strength (+13)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Str / +8 Dex / +7 Wil Amulets can have magical properties. |
Bethynne BethynneCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Dex / +3 Wil / +10 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental crit. chance: +2% Rings can have magical properties. |
Ce'Nuldatha the Demonquell Ce'Nuldatha the DemonquellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Dex / +8 Mag / +2 Cun Changes resistances penetration: +20% darkness Changes damage: +9% darkness / +9% nature Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Disarm immunity: +35% Pinning immunity: +35% Knockback immunity: +36% Maximum life: +50.00 Light radius: +3 Infravision radius: +2 Rings can have magical properties. |
conjurer's stralite ring of tenacity conjurer's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Disarm immunity: +36% Pinning immunity: +36% Knockback immunity: +35% Maximum life: +35.00 Spellpower: +8 (+7 eff.) Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
marksman's steel ring of fire (+26%) marksman's steel ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
marksman's voratun ring marksman's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Rings can have magical properties. |
mule's gold ring of darkness (+24%) mule's gold ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +24% darkness Changes damage: +12% darkness Maximum encumbrance: +28 Rings can have magical properties. |
pixie's voratun ring of misery pixie's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +9 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +8 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
savage's stralite ring of frost (+28%) savage's stralite ring of frost (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +28% cold Changes damage: +14% cold Spell save: +11 (+5 eff.) Maximum stamina: +26.00 Rings can have magical properties. |
savage's stralite ring of pilfering savage's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Defense: +10 (+5 eff.) Changes stats: +5 Con Spell save: +14 (+6 eff.) Maximum stamina: +14.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
sneakthief's steel ring of misery sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +6 Cun / +4 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Brightwilter' steel ring 'Brightwilter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +31% fire Changes resistances penetration: +25% mind Changes damage: +3% mind / +23% fire Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+4 eff.) Rings can have magical properties. |
wizard's copper ring of sensing wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +8 Rings can have magical properties. |
Duathelpain the voratun battleaxe (55-82.5 power, 4 apr) Duathelpain the voratun battleaxe (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 31% chance to cause random gloom Damage (Melee): +14 mind / +16 arcane When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +9% darkness Changes damage: +9% blight Spell save: +18 (+7 eff.) Maximum vim: +20.00 Massive two-handed battleaxes. |
Griniyaldir the Corpsewreck (73.5-110.25 power, 4 apr) Griniyaldir the Corpsewreck (73.5-110.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +28 cold / +8 mind / +8 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun Equilibrium when hit: +0.04 Massive two-handed battleaxes. |
elemental voratun battleaxe of evisceration (56-84 power, 4 apr) elemental voratun battleaxe of evisceration (56-84 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+4 eff.) Changes resistances penetration: +10% acid / +19% fire / +20% lightning / +17% cold Massive two-handed battleaxes. |
inquisitor's voratun battleaxe of shearing (55-82.5 power, 4 apr) inquisitor's voratun battleaxe of shearing (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 33 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +7 Changes resistances penetration: +19% physical Changes damage: +17% physical Massive two-handed battleaxes. |
thunderous voratun battleaxe of ruin (54.5-81.75 power, 4 apr) thunderous voratun battleaxe of ruin (54.5-81.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 31% chance to daze at end of turn When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Changes stats: +6 Str / +3 Dex / +5 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Critical mult.: +21.00% Massive two-handed battleaxes. |
truestriking voratun battleaxe of disruption (55-82.5 power, 4 apr) truestriking voratun battleaxe of disruption (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +26% Unnatural When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +14% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun dagger of corruption (37-48.1 power, 9 apr)quick voratun dagger of corruption (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick voratun greatmaul of ruin (69-103.5 power, 4 apr)quick voratun greatmaul of ruin (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 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +12 Physical crit. chance: +16.0% Changes stats: +3 Dex Critical mult.: +21.00% Massive two-handed mauls. |
voratun greatmaul 'Bokiran' (68.5-102.75 power, 4 apr) voratun greatmaul 'Bokiran' (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +61 insidious poison Burst (radius 2) on crit: +37 ice When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +19 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 physical Changes stats: +11 Str Changes resistances penetration: +10% cold Changes damage: +16% physical Life regen: +0.20 Stamina when hit: +2.00 Maximum stamina: +5.00 Massive two-handed mauls. |
glacial voratun greatsword of purging (58.5-93.6 power, 4 apr) glacial voratun greatsword of purging (58.5-93.6 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: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature Burst (radius 2) on crit: +37 ice When wielded/worn: Armour: +10 Changes resistances penetration: +13% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword of evisceration (61.5-98.4 power, 4 apr)truestriking voratun greatsword of evisceration (61.5-98.4 power, 4 apr) Requires: - Strength 48 Crafted by a master 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 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +16 Physical crit. chance: +13.0% Physical power: +14 (+4 eff.) Changes resistances penetration: +14% physical Massive two-handed swords. |
truestriking voratun greatsword of evisceration (60.5-96.8 power, 4 apr) truestriking voratun greatsword of evisceration (60.5-96.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +14 Physical crit. chance: +16.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +16% physical Massive two-handed swords. |
truestriking voratun greatsword of ruin (61-97.6 power, 4 apr) truestriking voratun greatsword of ruin (61-97.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +31 Physical crit. chance: +13.0% Changes resistances penetration: +16% physical Critical mult.: +23.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. drakeskin leather slingdrakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. arcing orichalcum trident of evisceration (52.5-84 power, 16 apr)arcing orichalcum trident of evisceration (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Damage (Melee): +23 lightning When wielded/worn: Physical crit. chance: +17.0% Physical power: +16 (+4 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Balygoyon BalygoyonCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +9 Defense: +12 (+6 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +1 Wil Changes resistances: +6% mind / +5% arcane Physical save: +11 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +15 (+5 eff.) Poison immunity: +5% Disarm immunity: +5% Pinning immunity: +5% Knockback immunity: +5% Maximum life: +42.00 Size category: +1 A belt that goes around your waist. |
Daimutoleg DaimutolegInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +2 Con Changes damage: +21% acid Physical save: +12 (+3 eff.) Mindpower: +11 (+4 eff.) Infravision radius: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's drakeskin leather belt of the vagrant noble's drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Con Reduced damage from: +43% Summoned Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
reinforced hardened leather belt of life reinforced hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+5 eff.) Physical save: +14 (+4 eff.) Life regen: +1.40 Healing mod.: +14% A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of shielding spiritwalker's drakeskin leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Changes stats: +4 Mag Mana each turn: +0.35 Maximum mana: +44.00 It can be used to create a temporary shield that absorbs 272 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Dairekhad the Starstreak (2 def, 0 armour) Dairekhad the Starstreak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Changes resistances: +15% light / +9% acid Changes resistances penetration: +10% light Changes damage: +9% light Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelobers (3 def, 0 armour) Lelobers (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +8 Dex / +3 Wil / +6 Con Changes resistances penetration: +10% arcane Changes damage: +15% arcane Talent mastery: +0.30 Technique / Combat training Critical mult.: +24.00% Spell save: -25 (-12 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +1.40 Mana each turn: -0.52 Maximum mana: +96.00 Maximum stamina: +20.00 Spellpower: +10 (+8 eff.) Spell crit. chance: +6% Healing mod.: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+8 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+7 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
battlemaster's elven-silk cloak of sorcery (3 def, 0 armour) battlemaster's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Dex / +2 Mag / +4 Wil / +5 Con Talent mastery: +0.30 Technique / Combat training Spell save: -23 (-11 eff.) Stamina each turn: +0.80 Mana each turn: -0.20 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of implacability (2 def, 0 armour) murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak (3 def, 0 armour) restorative elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% nature / +16% blight Life regen: +2.00 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of fog (10 def, 0 armour) shadow elven-silk cloak of fog (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +17% fire / +14% light / +23% darkness Changes resistances penetration: +8% darkness Changes damage: +13% darkness Stealth bonus: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven elven-silk robe of life (5 def, 0 armour) stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Str / +7 Mag / +6 Wil Changes resistances: +14% blight / +12% cold / +13% lightning Changes damage: +10% lightning / +10% physical / +15% cold Life regen: +4.70 Maximum life: +73.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adymina the pair of dwarven-steel boots (0 def, 4 armour) Adymina the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes resistances: +6% blight / +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% blight Maximum encumbrance: +29 Physical save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lavamistress (3 def, 3 armour) Lavamistress (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 fire Changes resistances: +24% fire Equilibrium when hit: +0.20 Psi when hit: +0.08 A pair of boots made of leather. |
Turorach (5 def, 3 armour) Turorach (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +3 Dex / +1 Mag / +7 Lck Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Stealth bonus: +10 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% A pair of boots made of leather. |
grounding pair of dwarven-steel boots of invasion (0 def, 4 armour) grounding pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances: +8% lightning / +10% temporal Changes resistances penetration: +8% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of drakeskin leather boots of speed (0 def, 5 armour) insulating pair of drakeskin leather boots of speed (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 resistances: +11% fire / +10% cold Movement speed: +20% A pair of boots made of leather. |
pair of voratun boots 'Falahek' (0 def, 5 armour) pair of voratun boots 'Falahek' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Dex / +5 Mag / +6 Wil / +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +10% arcane Changes damage: +6% temporal Mana each turn: +0.47 Maximum mana: +55.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +25% Confusion immunity: +20% Stun/Freeze immunity: +25% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Isumina the Striketickler (0 def, 10 armour) Isumina the Striketickler (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Damage (Melee): 9 physical Changes resistances penetration: +15% mind Changes damage: +5% physical Physical save: +14 (+4 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +49% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Layiwen the Nimbusworm (0 def, 3 armour)Layiwen the Nimbusworm (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -2% Damage (Melee): 14 nature Changes stats: +1 Dex / +5 Con Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +7% nature / +15% arcane Reduces incoming crit damage: 5.00% Physical save: +30 (+8 eff.) Spell save: +7 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +43% Life regen: +3.70 Stamina each turn: +1.90 Maximum stamina: +33.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+6 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 142.00 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
heroic drakeskin leather gloves of the starseeker (0 def, 7 armour) heroic drakeskin leather gloves of the starseeker (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Changes stats: +4 Cun / +4 Mag Changes resistances: +7% light / +7% darkness Mental save: +9 (+3 eff.) Maximum life: +56.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 32.05 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of the juggernaut (0 def, 7 armour) heroic dwarven-steel gauntlets of the juggernaut (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +2 Con Physical save: +16 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +25% Maximum life: +45.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves (0 def, 3 armour)scouring drakeskin leather gloves (0 def, 3 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 25% chance to reduce effective powers by 20% * 17 arcane resource burn Spell save: +20 (+8 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour) scouring hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +2 Effects when hit in melee: * 19% chance to reduce effective powers by 20% * 20 arcane resource burn Changes stats: +3 Dex Spell save: +8 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of magic (+13) (0 def, 15 armour) stone warden's voratun gauntlets of magic (+13) (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Armour Hardiness: +12% Changes stats: +3 Mag / +13 Con Changes resistances: +8% physical Changes damage: +7% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
temporal voratun gauntlets of regeneration (0 def, 3 armour) temporal voratun gauntlets of regeneration (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 temporal Damage (Ranged): 15 temporal Changes resistances: +11% temporal Changes damage: +9% temporal Life regen: +4.20 Stamina each turn: +1.20 Psi each turn: +0.20 Metal gloves protecting the hands up to the middle of the lower arm. |
Dazzlebolt (3 def, 0 armour) Dazzlebolt (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 12 blight Changes resistances: +22% nature / +15% blight Changes resistances penetration: +10% blight / +10% light / +25% acid Changes damage: +15% nature / +6% acid A pointy cloth hat, very wizardly... |
Hellsgrit (3 def, 2 armour) Hellsgrit (3 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +7 Cun Changes resistances: +5% arcane / +12% temporal Physical save: +3 (+1 eff.) Mental save: +20 (+6 eff.) Blindness immunity: +10% Poison immunity: +15% Disease immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +5% Psi each turn: +0.33 Equilibrium when hit: +2.10 Psi when hit: +1.90 Hate when hit: +2.30 Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Rhathel the Scabpierce (1 def, 0 armour) Rhathel the Scabpierce (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +28% nature / +6% mind Changes damage: +11% nature / +18% mind A pointy cloth hat, very wizardly... |
Xanurita (2 def, 8 armour) Xanurita (2 def, 8 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +5 Wil / +4 Cun Changes resistances: +19% lightning / +19% fire Changes resistances penetration: +25% arcane Changes damage: +13% lightning / +13% fire Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of decomposition (3 def, 0 armour) aegis elven-silk wizard hat of decomposition (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +3% lightning / +5% temporal / +7% light / +4% fire / +5% nature / +6% acid / +6% blight / +6% cold / +5% darkness Life regen: +2.00 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of the mind (+15%) (3 def, 0 armour) aegis elven-silk wizard hat of the mind (+15%) (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 (+1 eff.) Changes resistances: +15% mind Changes damage: +15% mind Life regen: +2.40 Damage Shield Power: +10% A pointy cloth hat, very wizardly... |
defender's voratun helm of the bounder (6 def, 12 armour) defender's voratun helm of the bounder (6 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +7 Str / +7 Dex Changes resistances: +5% all Physical save: +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging drakeskin leather cap of the bounder (0 def, 5 armour) mindcaging drakeskin leather cap of the bounder (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +8 Dex Changes resistances: +22% mind Mental save: +26 (+8 eff.) Confusion immunity: +36% A cap made of leather. |
psion's elven-silk wizard hat of knowledge (3 def, 0 armour) psion's elven-silk wizard hat of knowledge (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +14% mind Changes damage: +13% mind Physical save: +10 (+3 eff.) Mental save: +14 (+4 eff.) Maximum psi: +30.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour (5 def, 19 armour)hardened voratun mail armour (5 def, 19 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +6% acid / +12% physical / +11% fire / +9% lightning / +12% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of resilience (5 def, 10 armour)rejuvenating voratun mail armour of resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Life regen: +2.80 Stamina each turn: +2.50 Maximum life: +49.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of dragonbone arrows of gravity (24/24, 53.5-74.9 power, 18 apr)inquisitor's quiver of dragonbone arrows of gravity (24/24, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +23 gravity / +27 manaburn arcane Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
535 alchemist agate 535 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. |
2 onyx 2 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. |
3 aquamarine 3 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. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
shattering dwarven-steel pickaxe (dig speed 15 turns) shattering dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of wreckage (dig speed 16 turns) voratun pickaxe of wreckage (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +9 Changes stats: +8 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Alirahor the alchemist's lamp Alirahor the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 16 fire Changes stats: +6 Str / +5 Con Changes resistances: +7% fire Changes damage: +9% physical / +15% temporal Maximum life: +20.00 Maximum stamina: +15.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Chartreason ChartreasonInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +5 Cun / +3 Wil Changes resistances: +9% fire Changes resistances penetration: +25% mind Changes damage: +6% darkness / +6% fire Mental save: +10 (+3 eff.) Psi when hit: +0.16 Light radius: +4 See stealth: +20 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +10 (+3 eff.) Light radius: +7 See stealth: +16 See invisible: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. dwarven lantern of claritydwarven lantern of clarity Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +11 (+3 eff.) Light radius: +4 See stealth: +22 See invisible: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of the moons ethereal dwarven lantern of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +10% light Changes damage: +12% darkness Damage affinity(heal): +5% darkness Spellpower: +13 (+9 eff.) Light radius: +6 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 59.84 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of the sun scorching dwarven lantern of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 19 fire Changes resistances: +9% darkness / +9% fire Changes damage: +13% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 12.15 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 328.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 58 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
This item will automatically be transmogrified when you leave the level. telekinetic stralite torque of kinetic psionic shield [power 107] (20 cooldown)telekinetic stralite torque of kinetic psionic shield [power 107] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Ashqueen [power 79] (20 cooldown)Ashqueen [power 79] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +9% blight / +3% physical / +5% arcane / +6% darkness Changes resistances penetration: +15% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web Confusion immunity: +25% Stun/Freeze immunity: +25% Knockback immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Emeluthra [power 5] (10 cooldown) Emeluthra [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +6% darkness / +3% physical Disease immunity: +10% Disarm immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +35% It can be used to remove up to 5 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Glorayarin the elven-wood totem of thorny skin [power 47] (20 cooldown) Glorayarin the elven-wood totem of thorny skin [power 47] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% temporal Changes damage: +3% blight Talent cooldown: Lay Web (-1 turn) Talent granted: +1 Lay Web Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
Belylle the elven-wood wand of conjuration [power 271] (10 cooldown) Belylle the elven-wood wand of conjuration [power 271] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +4 Cun / +2 Con Changes resistances: +6% acid Changes resistances penetration: +15% acid Grants telepathy: Dragon Demon/Major Demon/Minor Infravision radius: +3 It can be used to fire a bolt of a random element with (base) damage 136 to 271, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Halyrolen the Charenvy [power 16] (6 cooldown) Halyrolen the Charenvy [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 20 temporal Changes resistances penetration: +10% fire Changes damage: +24% fire / +18% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 16, power 45 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Haramarin [power 11] (6 cooldown) Haramarin [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Str Spellpower: +8 (+7 eff.) Spell crit. chance: +9% Damage Shield penetration: +20% It can be used to reveal the area around you, dispelling darkness (radius 11, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond 2 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. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 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. |
2 quartz 2 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. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
5 citrine 5 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. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tyrion Lannister the Halfling Berserker level 33
50th Dusk 122nd year of Ascendancy at 07:12 see stats
By Tyrion Lannister the Halfling Berserker level 21
19th Dusk 122nd year of Ascendancy at 04:29 see stats
By Tyrion Lannister the Halfling Berserker level 21
18th Dusk 122nd year of Ascendancy at 11:30 see stats
By Tyrion Lannister the Halfling Berserker level 10
10th Mirth 122nd year of Ascendancy at 01:11 see stats
By Tyrion Lannister the Halfling Berserker level 20
15th Dusk 122nd year of Ascendancy at 16:42 see stats
By Tyrion Lannister the Halfling Berserker level 27
32nd Dusk 122nd year of Ascendancy at 13:18 see stats
By Tyrion Lannister the Halfling Berserker level 33
49th Dusk 122nd year of Ascendancy at 18:21 see stats
By Tyrion Lannister the Halfling Berserker level 38
61st Dusk 122nd year of Ascendancy at 16:00 see stats
By Tyrion Lannister the Halfling Berserker level 10
6th Mirth 122nd year of Ascendancy at 12:46 see stats
By Tyrion Lannister the Halfling Berserker level 20
14th Dusk 122nd year of Ascendancy at 04:48 see stats
By Tyrion Lannister the Halfling Berserker level 30
39th Dusk 122nd year of Ascendancy at 07:21 see stats
By Tyrion Lannister the Halfling Berserker level 40
67th Dusk 122nd year of Ascendancy at 09:06 see stats
By Tyrion Lannister the Halfling Berserker level 29
39th Dusk 122nd year of Ascendancy at 03:23 see stats
By Tyrion Lannister the Halfling Berserker level 32
46th Dusk 122nd year of Ascendancy at 19:42 see stats
By Tyrion Lannister the Halfling Berserker level 31
43rd Dusk 122nd year of Ascendancy at 19:48 see stats
By Tyrion Lannister the Halfling Berserker level 20
15th Dusk 122nd year of Ascendancy at 16:42 see stats
Log
The shattering blow creates a shockwave!
Xorn is dazed!
Tyrion Lannister hits Xorn for 248 physical damage.
Xorn misses Tyrion Lannister.
Xorn is not dazed anymore.
The shattering blow creates a shockwave!
Tyrion Lannister hits Xorn for 164 physical damage.
Xorn hits Tyrion Lannister for 10 acid damage.
Tyrion Lannister hits Xorn for 8 lightning, 9 acid, 6 physical (23 total damage).
Talent Juggernaut is ready to use.
Tyrion Lannister performs a melee critical strike against Xorn!
The shattering blow creates a shockwave!
Tyrion Lannister hits Xorn for 221 physical damage.
Xorn hits Tyrion Lannister for 12 acid damage.
Tyrion Lannister hits Xorn for 8 lightning, 9 acid, 6 physical (23 total damage).
Talent Stunning Blow is ready to use.
You collect a new ingredient: xorn fragment (1).
Tyrion Lannister hits Xorn for 120 physical damage.
Tyrion Lannister killed Xorn!
Berserker Rage's rage subsides!
You pickup 0.45 gold pieces.
You pickup 0.60 gold pieces.
Tyrion Lannister deactivates Berserker Rage.
Tyrion Lannister deactivates Shattering Impact.
Tyrion Lannister no longer revels in blood quite so much.