Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Possessor |
Level / Exp | 51 / 52% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 226.008 (base 60) |
Dexterity | 73.0448 (base 12) |
Constitution | 56 (base 37) |
Magic | 50.8036 (base 10) |
Willpower | 81 (base 60) |
Cunning | 167.748 (base 60) |
Resources
Life | 13066/16201 |
Equilibrium | 30 |
Stamina | 428/428 |
Psi | 511/511 |
Healing Factor | 1.5953097345134 |
Regeneration | 0.39882743362834 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +112.28589309159% |
Spell | 0% |
Global | +170.9693877551% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 12 |
See Stealth | 159.16164914375 |
See Invisible | 189.16164914375 |
Offense: Mainhand
Damage | 533 |
Accuracy | 82 |
Crit Chance | 124% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 98 |
Crit Chance | 67% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Offense: Damage Penetration
All | +14% |
Defense: Base
Armour (hardiness) | 207.46027323196 (100%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 87.25 |
Spell Save | 83.75 |
Mental Save | 87 |
Defense: Resistances
All | +106%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 85% |
Poison Resistance | 21% |
Blind Resistance | 100% |
Disarm Resistance | 31% |
Bleed Resistance | 14% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1049% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1282 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 562 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 12 turns. While Heroism is active, you will only die when reaching -1429 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 Strength stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 12/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 12/5 |
| 5/5 |
| 0/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Antimagic Shield |
talent | Force Shield |
talent | Channel Pain |
talent | Kinetic Shield |
talent | Skate |
talent | Charged Shield |
detrimental effect | Zone-wide effect: A huge thunderstorm rages above you. +10 lightning damage, -10% stun resistance. Thunderstorm |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
beneficial effect | Mindpower (raw) increased by 13. Sadist |
detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 136.04 blight damage per turn. Rotting Disease |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | You gain 60% resistance against blight. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Zubobreriamira the large white snake. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Glorylrakira the barrow wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Aerydhenn the treant. Escort: lost anorithil (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the repented thief from death by Voryra the brown bear. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2655. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | shake shake shake shake shake shakeInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +1 Mag / +7 Wil Changes resistances: +9% temporal / +9% light / +5% arcane Changes resistances penetration: +14% all Changes damage: +14% mind / +9% fire Physical save: +15 (+1 eff.) Blindness immunity: +44% Confusion immunity: +30% Light radius: +14 See stealth: +25 See invisible: +25 Healing mod.: +29% It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Fogire (3 def, 0 armour) Fogire (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: +1 Str / +3 Dex / +4 Mag / +1 Wil / +3 Cun Changes resistances: +3% darkness Grants telepathy: All Psi each turn: +0.35 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% See invisible: +30 A pointy cloth hat, very wizardly... |
Tool | Pickaxe of unseen (dig speed 7 turns) Pickaxe of unseen (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Fatigue: -9% Changes stats: +14 Str / +2 Mag / +2 Wil Changes resistances: +3% acid / +2% physical Changes resistances penetration: +21% physical Poison immunity: +25% Disarm immunity: +20% Light radius: +3 Infravision radius: +3 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 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | drakeskin leather belt 'Purepower' drakeskin leather belt 'Purepower'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +4% physical / +9% light / +6% fire / +9% mind / +15% cold Changes resistances penetration: +18% physical Changes damage: +6% blight / +24% physical Spell save: +37 (+2 eff.) Pinning immunity: +10% Only die when reaching: -40.00 life A belt that goes around your waist. |
In main hand | Abysswarden the voratun battleaxe (58.5-87.75 power, 4 apr) Abysswarden the voratun battleaxe (58.5-87.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 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: * 20% chance to disease On weapon crit: * cripple the target Damage (Melee): +79 insidious poison Burst (radius 1) on hit: +4 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 20 blight Changes resistances penetration: +5% fire / +19% physical Changes damage: +3% blight / +3% fire / +16% physical Massive two-handed battleaxes. |
On hands | voratun gauntlets 'Charhash' (0 def, 19 armour) voratun gauntlets 'Charhash' (0 def, 19 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +19 Damage (Melee): 11 physical Changes stats: +3 Str / +4 Dex / +12 Cun / +5 Con Changes resistances: +18% fire Changes damage: +11% physical Confusion immunity: +15% Stun/Freeze immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+1 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 8 power out of 25/25) : Effective talent level: 2.0 Power cost: 8 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 13 Armour, 19 Defense and your attacks will gain 42% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | Armored one (17 def, 23 armour) Armored one (17 def, 23 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +23 Defense: +17 (+4 eff.) Effects on melee hit: * Slows global speed by 15% * 35% chance to corrode armour by 30% Changes resistances: +9% temporal / +25% darkness / +3% fire / +5% arcane / +26% cold Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +6% lightning Stealth bonus: +25 Physical save: +24 (+1 eff.) Spell save: +26 (+2 eff.) Mental save: +24 (+5 eff.) Maximum life: +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Primal Infusion (affinity 16%; cure magical, physical, mental) Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 586) healing infusion of the warrior (heal 586)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 586 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+37 for 11 turns, die at -1178) heroism infusion of the warrior (+37 for 11 turns, die at -1178)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 37 for 11 turns. While Heroism is active, you will only die when reaching -1178 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+39 for 9 turns, die at -1316) heroism infusion of the warrior (+39 for 9 turns, die at -1316)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 39 for 9 turns. While Heroism is active, you will only die when reaching -1316 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+38 for 12 turns, die at -1412) heroism infusion of the warrior (+38 for 12 turns, die at -1412)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 12 turns. While Heroism is active, you will only die when reaching -1412 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+39 for 7 turns, die at -1143) heroism infusion of the warrior (+39 for 7 turns, die at -1143)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 7 turns. While Heroism is active, you will only die when reaching -1143 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1050% speed; 5 turns) movement infusion of the warrior (1050% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1050% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 415 over 5 turns) regeneration infusion of the psychic (heal 415 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1089 over 5 turns) regeneration infusion of the warrior (heal 1089 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1089 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Antimagic Wyrm Bile ExtractAntimagic Wyrm Bile Extract Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (absorb and reflect 354 for 5 turns) Rune of Reflection (absorb and reflect 354 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 354 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 14; power 35; dur 8)phase door rune (range 14; power 35; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 29; see horror)vision rune (radius 17; dur 29; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Kinetic Stabiliserschematic: Kinetic Stabiliser Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 515 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Blazesweep BlazesweepInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +6 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Con Changes resistances: +12% lightning Changes resistances cap: +7% all Changes damage: +21% blight / +9% physical Physical save: +37 (+2 eff.) Life regen: +2.50 Maximum life: +69.00 Combat speed: +10% Amulets can have magical properties. |
Brandbraze the voratun amulet Brandbraze the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +10 Wil / +6 Con Changes resistances cap: +7% all Changes resistances penetration: +10% blight Changes damage: +9% fire Physical save: +37 (+2 eff.) Spell save: +30 (+2 eff.) Life regen: +3.00 Mana when firing critical spell: +2.00 Maximum life: +80.00 Maximum vim: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Ce'Nurima the steel amulet Ce'Nurima the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% lightning / +10% light / +6% nature / +6% cold / +5% arcane / +12% darkness Blindness immunity: +23% Amulets can have magical properties. |
Cracklestar the stralite amulet Cracklestar the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -15% Changes stats: +3 Mag / +6 Wil / +4 Cun Changes resistances: +12% lightning Changes damage: +18% lightning Reduces incoming crit damage: 15.00% Life regen: +2.60 Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 16 power out of 60/60) : Effective talent level: 2.6 Power cost: 16 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Deepstrencher the gold amulet Deepstrencher the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +9% mind / +12% temporal Changes resistances penetration: +15% mind Changes damage: +6% darkness / +6% mind Pinning immunity: +26% Knockback immunity: +21% Amulets can have magical properties. |
Fulyharastir FulyharastirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +3% blight / +20% light / +18% darkness Talent mastery: +0.33 Psionic / Deep horror Mental save: +12 (+2 eff.) Blindness immunity: +33% Poison immunity: +5% Cut immunity: +50% Knockback immunity: +10% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 360 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Furnace's kiss Furnace's kissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Changes stats: +8 Cun Changes resistances penetration: +25% fire Spell save: +30 (+2 eff.) Cut immunity: +15% Silence immunity: +20% Only die when reaching: -81.00 life Amulets can have magical properties. |
Glorosetira the Naturestrider Glorosetira the NaturestriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +12 Changes stats: +3 Str / +2 Con Changes resistances: +6% nature / +29% temporal Changes damage: +6% nature / +9% physical Pinning immunity: +50% Knockback immunity: +47% Stamina each turn: +1.40 Maximum life: +30.00 Amulets can have magical properties. |
Harestir HarestirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +1 Mag Changes resistances: +23% temporal Changes resistances penetration: +25% arcane Critical mult.: +19.00% Spell save: +6 (+0 eff.) Blindness immunity: +31% Pinning immunity: +37% Knockback immunity: +41% Mana each turn: +0.12 Infravision radius: +10 Sight radius: +2 See invisible: +13 Damage Shield penetration: +20% Amulets can have magical properties. |
Lightvagrant LightvagrantInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +10% mind / +3% lightning Changes damage: +21% light Confusion immunity: +22% Light radius: +2 Amulets can have magical properties. |
Lorontir the Toxinpanic Lorontir the ToxinpanicInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +10 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 mind / 16 temporal Changes stats: +9 Str / +9 Dex / +9 Wil / +10 Lck Changes resistances penetration: +10% nature / +20% mind Changes damage: +6% nature / +10% physical Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Morningroar the voratun amulet Morningroar the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +10 Str / +3 Wil Spell save: +15 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Light radius: +3 Amulets can have magical properties. |
Morningspar the voratun amulet Morningspar the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +15 Changes stats: +4 Dex Changes resistances: +15% physical Changes resistances penetration: +25% temporal Changes damage: +15% light Life regen: +0.60 Stamina each turn: +2.90 Amulets can have magical properties. |
Oozewedge the stralite amulet Oozewedge the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +8 Dex / +4 Wil Changes resistances penetration: +15% nature Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Cut immunity: +80% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 360 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Runoldir RunoldirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun / +2 Wil Talent mastery: +0.30 Technique / Conditioning Critical mult.: +15.00% Equilibrium when hit: +0.24 Maximum psi: +40.00 Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 28% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Silelle SilelleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -12% Changes stats: +3 Str / +2 Mag / +3 Wil / +3 Cun / +10 Con Changes resistances: +29% lightning Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +50% Light radius: +3 Amulets can have magical properties. |
Stormtyphoon StormtyphoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil / +8 Mag Changes resistances: +28% mind / +3% lightning Changes resistances penetration: +20% lightning / +25% fire / +15% temporal Grants telepathy: All Confusion immunity: +50% Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
cleansing voratun amulet of mastery (0.38 Psionic / Solipsism) cleansing voratun amulet of mastery (0.38 Psionic / Solipsism)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% nature / +13% blight Talent mastery: +0.38 Psionic / Solipsism Poison immunity: +38% Disease immunity: +43% Amulets can have magical properties. |
gold amulet 'Sulfursin' gold amulet 'Sulfursin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +18 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str Changes resistances: +3% physical Changes resistances penetration: +20% nature / +15% physical Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.37 Technique / Combat training) stabilizing voratun amulet of mastery (0.37 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% temporal Talent mastery: +0.37 Technique / Combat training Pinning immunity: +28% Knockback immunity: +41% Amulets can have magical properties. |
steel amulet 'Windnight' steel amulet 'Windnight'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20% chance to disease Changes stats: +5 Str Changes resistances: +12% blight Changes resistances penetration: +15% blight Amulets can have magical properties. |
stralite amulet 'Lightvice' stralite amulet 'Lightvice'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes stats: +9 Con Changes resistances: +12% mind Changes resistances penetration: +10% light / +25% mind Light radius: +3 Amulets can have magical properties. |
stralite amulet 'Xanothra' stralite amulet 'Xanothra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Fatigue: -7% Changes stats: +1 Wil / +2 Mag Changes resistances: +14% light / +23% darkness Changes resistances cap: +5% all Physical save: +16 (+1 eff.) Spell save: +30 (+2 eff.) Blindness immunity: +31% Life regen: +1.70 Maximum vim: +20.00 Amulets can have magical properties. |
voratun amulet 'Ebonywreath' voratun amulet 'Ebonywreath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% temporal / +6% blight / +12% cold / +9% mind / +6% arcane Changes resistances penetration: +15% darkness Mental save: +30 (+6 eff.) Blindness immunity: +15% Disease immunity: +40% Disarm immunity: +20% Confusion immunity: +25% Pinning immunity: +50% Stun/Freeze immunity: +15% Knockback immunity: +44% Amulets can have magical properties. |
warrior's voratun amulet of mastery (0.36 Psionic / Deep horror) warrior's voratun amulet of mastery (0.36 Psionic / Deep horror)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +7% physical Talent mastery: +0.36 Psionic / Deep horror Stamina each turn: +1.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bethoranor BethoranorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +9 Cun / +4 Dex Changes resistances: +22% lightning Changes damage: +11% lightning / +6% mind Rings can have magical properties. |
Beysafang the stralite ring Beysafang the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to disease * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% blight / +32% cold / +6% arcane Changes resistances penetration: +30% arcane / +25% temporal Changes damage: +21% blight / +15% temporal / +16% cold Rings can have magical properties. |
Blindbloom the gold ring Blindbloom the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind * 20% chance to disease Damage when hit (Melee): 20 light Changes resistances: +9% light / +9% blight Changes resistances penetration: +25% light / +15% blight Changes damage: +7% all Spellpower: +14 (+4 eff.) Mindpower: +14 (+2 eff.) Light radius: +3 Rings can have magical properties. |
Brightpiercer the gold ring Brightpiercer the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% fire / +13% physical Changes resistances penetration: +20% nature Changes damage: +13% physical / +9% nature / +30% fire Rings can have magical properties. |
Burnsting BurnstingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 30% chance to daze at end of turn Changes resistances: +36% lightning / +12% temporal / +12% light Changes damage: +18% lightning / +15% fire Spell save: +12 (+1 eff.) Rings can have magical properties. |
Daimudolin the gold ring Daimudolin the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +20 Changes stats: +7 Str Changes resistances: +9% mind / +6% acid Mental save: +6 (+1 eff.) Disarm immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +15% Rings can have magical properties. |
Duvorand DuvorandInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +17 Changes stats: +3 Cun Changes resistances: +12% light / +15% acid Mental save: +15 (+3 eff.) Disarm immunity: +25% Confusion immunity: +64% Infravision radius: +3 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+2 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Islyminor the Blindtorrent Islyminor the BlindtorrentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +9% acid / +12% light Changes resistances penetration: +20% darkness Changes damage: +15% acid / +6% darkness Stun/Freeze immunity: +33% Life regen: +2.80 Rings can have magical properties. |
Lisomiwyn the gold ring Lisomiwyn the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +11% blight / +9% temporal / +11% nature Changes resistances penetration: +25% mind Changes damage: +12% mind Poison immunity: +17% Disease immunity: +19% Rings can have magical properties. |
Lustrebreak the stralite ring Lustrebreak the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +7.0% Armour: +14 Changes stats: +4 Dex / +3 Wil / +3 Con Changes resistances: +9% light Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Mayowe the Arcbraid Mayowe the ArcbraidCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes stats: +8 Cun / +8 Dex Changes resistances: +6% fire Changes resistances penetration: +25% lightning / +15% fire Changes damage: +9% lightning Rings can have magical properties. |
Phoenixblow PhoenixblowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Defense: +12 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +6 Cun Changes resistances: +6% temporal Spell save: +36 (+2 eff.) Stun/Freeze immunity: +35% Only die when reaching: -40.00 life Maximum hate: +6.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. PorallePoralle Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Ranged Defense: +14 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Changes resistances: +9% lightning / +18% fire Changes damage: +12% acid Reduces incoming crit damage: 20.00% Physical save: +47 (+2 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +70% Pinning immunity: +35% Only die when reaching: -60.00 life Rings can have magical properties. |
Relgedan the Scorpionstrider Relgedan the ScorpionstriderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +26% lightning / +12% light Changes resistances penetration: +10% nature Changes damage: +13% lightning Spell save: +15 (+1 eff.) Disease immunity: +20% Knockback immunity: +10% Rings can have magical properties. |
Ring of speed Ring of speedInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom * 15% chance to blind Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Cun / +10 Con Changes resistances: +38% lightning / +9% fire / +6% acid Changes damage: +19% lightning / +3% light Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +20 (+1 eff.) Mental save: +35 (+7 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
Turyfang TuryfangCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +4 Mag / +2 Wil Changes resistances: +12% blight Disarm immunity: +41% Pinning immunity: +42% Knockback immunity: +42% Maximum life: +39.00 Rings can have magical properties. |
Xanidherin the stralite ring Xanidherin the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +12% acid / +16% physical Changes resistances penetration: +25% arcane Changes damage: +15% acid / +16% physical / +18% arcane Rings can have magical properties. |
bloodstone ring bloodstone ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Rings can have magical properties. |
fire opal ring fire opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
marksman's voratun ring of life marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +10 Dex Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
psionicist's voratun ring of fire (+34%) psionicist's voratun ring of fire (+34%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances: +34% fire Changes damage: +17% fire Mental save: +18 (+3 eff.) Rings can have magical properties. |
psionicist's voratun ring of tenacity psionicist's voratun ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+3 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +42% Maximum life: +30.00 Rings can have magical properties. |
return back my 4k return back my 4kInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +4 Str / +10 Dex / +19 Cun / +11 Con Changes resistances penetration: +10% light Changes damage: +6% mind Physical save: +14 (+0 eff.) Life regen: +1.90 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum life: +91.00 Maximum hate: +15.00 Healing mod.: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
sneakthief's voratun ring of speed sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+6 eff.) Defense: +13 (+3 eff.) Changes stats: +10 Cun / +10 Dex Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
steel ring 'Gloryminor' steel ring 'Gloryminor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% mind / +9% fire Changes resistances penetration: +15% mind Disarm immunity: +29% Confusion immunity: +35% Pinning immunity: +30% Stun/Freeze immunity: +15% Knockback immunity: +31% Maximum life: +28.00 Rings can have magical properties. |
steel ring 'Ivumina' steel ring 'Ivumina'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +30% mind Rings can have magical properties. |
stralite ring 'Lustrebraze' stralite ring 'Lustrebraze'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% blight / +15% cold / +12% darkness Changes resistances penetration: +25% light Changes damage: +6% light Spell save: +30 (+2 eff.) Disarm immunity: +44% Pinning immunity: +29% Knockback immunity: +40% Maximum life: +41.00 Rings can have magical properties. |
treant's stralite ring of misery treant's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +8 Cun Changes resistances: +13% nature / +11% blight Poison immunity: +20% Disease immunity: +15% Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
treant's voratun ring of perseverance treant's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +12% blight Poison immunity: +22% Disease immunity: +22% Stun/Freeze immunity: +50% Life regen: +4.40 Rings can have magical properties. |
voratun ring 'Heattrencher' voratun ring 'Heattrencher'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes resistances: +40% lightning / +12% light / +18% blight / +9% fire / +5% arcane Changes damage: +20% lightning Spell save: +15 (+1 eff.) Rings can have magical properties. |
voratun ring 'Islabrelaith' voratun ring 'Islabrelaith'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +13 (+3 eff.) Changes resistances: +19% mind Changes damage: +19% mind / +6% arcane Critical mult.: +20.00% Life regen: +2.00 Vim when firing critical spell: +2.00 Maximum life: +85.00 Spellpower: +2 (+0 eff.) Movement speed: +18% Healing mod.: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 5.2 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
voratun ring of clarity voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +11 (+2 eff.) Confusion immunity: +30% Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.30 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Glintshear the voratun battleaxe (54.5-81.75 power, 4 apr) Glintshear the voratun battleaxe (54.5-81.75 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 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: * 20% chance to gain 10% of a turn (3/turn limit) * 42% chance to blind Damage (Melee): +84 insidious poison When wielded/worn: Armour penetration: +1 Effects on melee hit: * 42% chance to gain 10% of a turn (3/turn limit) Critical mult.: +3.00% Physical save: +6 (+0 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Porowyn the voratun battleaxe (75.5-113.25 power, 4 apr) Porowyn the voratun battleaxe (75.5-113.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.2 Uses stats: 40% Wil, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 54% chance to disease * 54% chance to cause random gloom Damage (Melee): +8 arcane Burst (radius 2) on crit: +8 arcane / +8 blight When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% mind Changes damage: +6% mind / +6% blight Mindpower: +8 (+1 eff.) Massive two-handed battleaxes. |
Sunmortal (56.5-84.75 power, 4 apr) Sunmortal (56.5-84.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +20 (+4 eff.) Effects on melee hit: * Slows global speed by 37% Changes stats: +9 Str Changes resistances: +9% light Changes damage: +21% physical Blindness immunity: +20% Silence immunity: +25% Disarm immunity: +25% Knockback immunity: +20% Stamina when hit: +4.00 Only die when reaching: -100.00 life Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Zubesemina the voratun battleaxe (80-120 power, 4 apr)Zubesemina the voratun battleaxe (80-120 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: 80.0 - 120.0 Uses stats: 40% Wil, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 62% chance to cause random gloom * 24% chance to disease Damage (Melee): +28 blight / +8 mind When wielded/worn: Physical power: +21 (+3 eff.) Fatigue: -6% Changes stats: +3 Cun / +10 Con Changes resistances penetration: +25% mind / +21% physical Changes damage: +6% blight Mental save: +9 (+2 eff.) Disease immunity: +49% Disarm immunity: +49% Maximum psi: +20.00 Light radius: +2 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe of crippling (57.5-86.25 power, 4 apr)quick voratun battleaxe of crippling (57.5-86.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +21.0% Changes stats: +10 Dex Massive two-handed battleaxes. |
voratun battleaxe 'Blastoozer' (56-84 power, 4 apr) voratun battleaxe 'Blastoozer' (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +84 insidious poison / +8 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Cun Changes damage: +6% mind / +15% lightning Mental save: +30 (+6 eff.) Maximum psi: +50.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Beleriatta the stralite dagger (26.5-34.45 power, 15 apr)Beleriatta the stralite dagger (26.5-34.45 power, 15 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +15 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Armour: +9 Defense: +14 (+3 eff.) Ranged Defense: +14 (+3 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +9% mind Changes resistances penetration: +20% physical Blindness immunity: +15% Silence immunity: +15% Confusion immunity: +25% Pinning immunity: +20% Stamina each turn: +1.20 Healing mod.: +20% Sharp, short and deadly. |
Flashrazor the voratun greatmaul (67-100.5 power, 4 apr) Flashrazor the voratun greatmaul (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 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: * 30 arcane resource burn When wielded/worn: Damage when hit (Melee): 12 mind / 8 lightning Changes resistances: +23% acid / +18% temporal / +42% cold / +24% fire / +12% mind / +44% lightning Changes damage: +12% mind Spell save: +20 (+1 eff.) Massive two-handed mauls. |
Isolrawen the voratun greatmaul (69-103.5 power, 4 apr) Isolrawen the voratun greatmaul (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 stats: 40% Wil, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +8 arcane When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 12 arcane Changes stats: +2 Wil Spell save: +15 (+1 eff.) Mana each turn: +0.16 Spell crit. chance: +7% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatmaul of purging (68.5-102.75 power, 4 apr)balanced voratun greatmaul of purging (68.5-102.75 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 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: * 25% chance to remove a magical effect Damage (Melee): +27 nature When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +19 (+5 eff.) Disarm immunity: +70% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatmaul (67.5-101.25 power, 4 apr)truestriking voratun greatmaul (67.5-101.25 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: 67.5 - 101.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Massive two-handed mauls. |
voratun greatmaul 'Corpsequench' (92-138 power, 4 apr) voratun greatmaul 'Corpsequench' (92-138 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 92.0 - 138.0 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to blind * 20% chance to torment the target Damage (Melee): +4 light Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +21 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +10 Str Changes resistances penetration: +21% mind / +17% darkness Changes damage: +21% physical Stamina when hit: +4.00 Massive two-handed mauls. |
warbringer's voratun greatmaul of rage (66.5-99.75 power, 4 apr) warbringer's voratun greatmaul of rage (66.5-99.75 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: 66.5 - 99.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Physical power: +19 (+3 eff.) Changes stats: +10 Str / +10 Con Changes resistances penetration: +21% physical Changes damage: +19% physical Disarm immunity: +42% Stamina when hit: +4.00 Massive two-handed mauls. |
Berolen (64-102.4 power, 4 apr) Berolen (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 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: * 42% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +20.0% Defense: +19 (+5 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Str / +6 Dex / +2 Mag / +3 Wil / +7 Cun / +6 Con Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +21% lightning / +15% mind Disarm immunity: +57% Equilibrium when hit: +0.08 Mental crit. chance: +3% Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 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. |
Glimmerstrider (60.5-96.8 power, 4 apr) Glimmerstrider (60.5-96.8 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 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% Damage (Melee): +16 light / +16 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +10 Con Changes resistances: +38% acid / +39% fire / +47% lightning / +45% cold Changes resistances penetration: +15% light / +16% physical Spell save: +40 (+2 eff.) Disarm immunity: +45% Massive two-handed swords. |
Goralle (60-96 power, 4 apr) Goralle (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 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: * disrupts spell-casting Damage against: +73% Unnatural When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% acid / +10% all Changes resistances penetration: +19% nature Reduces incoming crit damage: 10.00% Massive two-handed swords. |
Squalorquell the voratun greatsword (64-102.4 power, 4 apr) Squalorquell the voratun greatsword (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +65 insidious poison Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Changes resistances: +19% acid / +13% fire / +20% lightning / +20% cold Changes resistances penetration: +12% fire Changes damage: +9% nature Spell save: +17 (+1 eff.) Global speed: +6% Healing mod.: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatsword of vileness (36-57.6 power, 2 apr)acidic dwarven-steel greatsword of vileness (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 28% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +28 blight / +19 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of the leech (63.5-101.6 power, 4 apr)balanced voratun greatsword of the leech (63.5-101.6 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 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: * Slows global speed by 28% * leeches stamina from the target When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+5 eff.) Damage when hit (Melee): 28 nature slow Disarm immunity: +70% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of evisceration (50.5-80.8 power, 3 apr)stralite greatsword of evisceration (50.5-80.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 31 bleeding, 83% reduced healing When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Massive two-handed swords. |
voratun greatsword 'Daysquall' (61.5-98.4 power, 4 apr) voratun greatsword 'Daysquall' (61.5-98.4 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 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% Damage (Melee): +23 darkness Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +12 light Damage against: +28% Living When wielded/worn: Fatigue: -4% Damage when hit (Melee): 26 light Changes stats: +5 Dex Changes resistances: +9% light / +24% fire Reduces incoming crit damage: 15.00% Massive two-handed swords. |
voratun greatsword 'Muckfist' (60.5-96.8 power, 4 apr) voratun greatsword 'Muckfist' (60.5-96.8 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 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: * 40% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +52 nature / +26 darkness Burst (radius 2) on crit: +8 nature Damage against: +20% Living When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +3% acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Bloomfurnace'dragonbone longbow 'Bloomfurnace' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +8 blight When wielded/worn: Changes stats: +18 Dex / +5 Mag / +5 Cun / +4 Con Changes resistances: +9% nature / +6% blight Changes resistances penetration: +10% blight / +38% physical Light radius: +2 Longbows are used to shoot arrows at your foes. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 13 power out of 25/25) : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 543.80 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Nimbusslice (43.5-60.9 power, 6 apr) Nimbusslice (43.5-60.9 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 49 arcane resource burn * Slows global speed by 49% Damage (Melee): +16 nature When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * 37% chance to daze at end of turn Changes resistances: +9% blight Disarm immunity: +50% Sharp, long, and deadly. |
Xeroletha (22.5-31.5 power, 4 apr) Xeroletha (22.5-31.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stats: 40% Wil, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 31 bleeding, 83% reduced healing When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +4 Cun Changes resistances penetration: +10% mind Changes damage: +21% mind Hate when firing a critical mind attack: +5.00 Mindpower: +10 (+2 eff.) Sharp, long, and deadly. |
Beletha (60-84 power, 6 apr) Beletha (60-84 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour: +7 Changes stats: +4 Con Hate when firing a critical mind attack: +3.00 Maximum stamina: +20.00 Maximum hate: +4.00 Blunt and deadly. |
Betoriawe (60-84 power, 6 apr) Betoriawe (60-84 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+3 eff.) Changes stats: +6 Dex / +7 Con Changes resistances penetration: +10% acid / +14% physical Spell save: +18 (+1 eff.) Disarm immunity: +35% Mana each turn: +0.08 Maximum vim: +20.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Blunt and deadly. |
Flamelady the voratun mace (47-65.8 power, 6 apr) Flamelady the voratun mace (47-65.8 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +42 insidious poison When wielded/worn: Damage when hit (Melee): 12 light Changes resistances: +6% fire / +12% mind / +10% all Changes resistances penetration: +10% fire / +15% nature / +10% light Changes damage: +21% mind Blunt and deadly. |
Morningstone (46-64.4 power, 5 apr) Morningstone (46-64.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +10 Wil / +6 Con Changes resistances: +9% light Changes resistances penetration: +15% light Changes damage: +9% light Blunt and deadly. |
Shimmerqueen the stralite mace (33-46.2 power, 5 apr) Shimmerqueen the stralite mace (33-46.2 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 15% chance to corrode armour by 30% * 25% chance to put talents on cooldown Damage (Melee): +9 nature / +5 temporal When wielded/worn: Damage when hit (Melee): 8 lightning / 4 arcane Changes resistances penetration: +12% acid Critical mult.: +5.00% Life regen: +0.50 Mana when firing critical spell: +1.00 Maximum mana: +40.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel mace of shearing (24.5-34.3 power, 4 apr)blazebringer's dwarven-steel mace of shearing (24.5-34.3 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +11 fire When wielded/worn: Armour penetration: +11 Changes resistances penetration: +10% fire / +11% physical Changes damage: +11% physical Global speed: +4% Blunt and deadly. |
stralite mace 'Blastpython' (38-53.2 power, 5 apr) stralite mace 'Blastpython' (38-53.2 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning / 12 fire Changes resistances: +5% arcane Changes resistances penetration: +25% lightning / +15% arcane Changes damage: +18% arcane Disarm immunity: +44% Blunt and deadly. |
stralite mace 'Zereldir' (38.5-53.9 power, 5 apr) stralite mace 'Zereldir' (38.5-53.9 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 29% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +13% lightning / +15% mind Changes damage: +9% mind Critical mult.: +15.00% Mental save: +12 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +7% Blunt and deadly. |
voratun mace 'Heatquarry' (45-63 power, 6 apr) voratun mace 'Heatquarry' (45-63 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +60 insidious poison When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% acid / +24% fire Changes damage: +15% acid / +15% fire Blunt and deadly. |
Adamisetha the thorny mindstar (11-12.1 power, 24 apr, nature damage) Adamisetha the thorny mindstar (11-12.1 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 11.0 - 12.1 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to disease When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Cun / +2 Str Changes resistances: +4% blight Changes resistances penetration: +7% mind / +7% darkness Changes damage: +8% mind / +15% darkness / +4% nature Critical mult.: +12.00% Disease immunity: +14% Maximum stamina: +15.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aeresevea the Glowlady (26-28.6 power, 40 apr, mind damage) Aeresevea the Glowlady (26-28.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 26.0 - 28.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +65% Damage (Melee): +12 physical When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Effects on melee hit: * 39% chance to blind Changes resistances: +9% blight / +2% physical Changes resistances penetration: +15% light Changes damage: +10% nature / +12% light Physical save: +35 (+2 eff.) Disease immunity: +25% Maximum stamina: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 85% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 13 power out of 25/25) : Effective talent level: 3.0 Power cost: 13 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (467 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Bethoma the Blackfurnace (15-16.5 power, 40 apr, mind damage) Bethoma the Blackfurnace (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This harmonious mindstar will complement other natural mindstars. Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +12 blight / +4 darkness Burst (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +7% nature / +9% blight Changes resistances penetration: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.50 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Betivena the Phoenixravage (15-16.5 power, 40 apr, mind damage) Betivena the Phoenixravage (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 9% Changes stats: +5 Str / +10 Dex / +2 Cun Changes resistances penetration: +20% fire Changes damage: +9% nature Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Boltspike (8-8.8 power, 24 apr, mind damage) Boltspike (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Damage when hit (Melee): 5 mind / 6 darkness Changes stats: +3 Dex / +6 Wil Changes resistances: +21% lightning Changes resistances penetration: +15% lightning Changes damage: +6% mind / +6% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 13 power out of 30/30) : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 55.90 mind damage, 54.96 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.09 mind and 5.00 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Emarira the Burnpiercer (16-17.6 power, 40 apr, nature damage) Emarira the Burnpiercer (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Damage when hit (Melee): 10 mind / 10 darkness Changes resistances: +12% acid / +31% fire / +6% nature Changes resistances penetration: +10% acid Changes damage: +7% darkness / +6% fire / +9% nature / +9% mind Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emelytira (17.5-19.25 power, 42 apr, nature damage) Emelytira (17.5-19.25 power, 42 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +12 physical When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Con Changes resistances: +10% blight Changes damage: +10% nature Physical save: +30 (+2 eff.) Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 3.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 88.42 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 505.71 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Glodhessra the living mindstar (18-19.8 power, 40 apr, mind damage) Glodhessra the living mindstar (18-19.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning / 6 physical / 6 cold / 18 acid / 6 fire Changes stats: +5 Cun Changes resistances: +8% lightning / +9% physical / +8% fire / +6% cold / +6% acid Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Critical mult.: +15.00% Physical save: +12 (+0 eff.) Life regen: +0.40 Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 248.31 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 11 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Haraldir the living mindstar (16-17.6 power, 40 apr, nature damage) Haraldir the living mindstar (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +19% darkness Changes resistances penetration: +20% darkness / +20% mind Changes damage: +19% darkness Talent mastery: +0.20 Cursed / Darkness Spell save: +30 (+2 eff.) Blindness immunity: +40% Disarm immunity: +15% Knockback immunity: +25% Only die when reaching: -83.00 life Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Islodavea the living mindstar (17.5-19.25 power, 40 apr, nature damage) Islodavea the living mindstar (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Fatigue: -6% Changes stats: +7 Con / +5 Mag Changes resistances: +10% blight / +12% mind / +12% lightning Changes resistances penetration: +25% mind Changes damage: +6% nature Spell save: +9 (+0 eff.) Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivibrelaith the pulsing mindstar (13-14.3 power, 32 apr, mind damage) Ivibrelaith the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +9 Dex / +7 Cun Changes damage: +6% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +16.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lisona (18-19.8 power, 40 apr, mind damage) Lisona (18-19.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 mind / 8 darkness Changes stats: +2 Cun / +2 Con Changes resistances: +2% blight Changes damage: +8% mind / +8% darkness / +9% nature Physical save: +8 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +22 (+4 eff.) Disease immunity: +21% Equilibrium when hit: +1.80 Maximum life: +30.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Morningoath (15-16.5 power, 40 apr, nature damage) Morningoath (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 31% chance to blind Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 16 light Changes resistances: +21% acid / +12% lightning Changes resistances penetration: +10% fire Changes damage: +10% nature / +12% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 31 power out of 60/60) : Effective talent level: 1.0 Power cost: 31 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Ravenlord (7.5-8.25 power, 24 apr, mind damage) Ravenlord (7.5-8.25 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 7.5 - 8.2 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% acid / +5% physical Changes resistances penetration: +25% acid / +5% physical / +25% darkness Changes damage: +7% physical Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shimmerwalker the thorny mindstar (8-8.8 power, 24 apr, nature damage) Shimmerwalker the thorny mindstar (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 7 darkness Changes damage: +18% lightning / +7% mind / +4% darkness Disease immunity: +10% Silence immunity: +45% Confusion immunity: +15% Teleport immunity: +10% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sootpassion (16-17.6 power, 40 apr, nature damage) Sootpassion (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% Burst (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Damage when hit (Melee): 12 darkness Changes stats: +1 Con Changes resistances: +10% blight Changes damage: +8% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +10 (+0 eff.) Disease immunity: +24% Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Hate per kill: +5.00 Psi per kill: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Healing mod.: +10% It can be used to inflict 253.11 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 11 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Strikeraze the living mindstar (15.5-17.05 power, 40 apr, nature damage) Strikeraze the living mindstar (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 arcane When wielded/worn: Armour: +10 Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning Changes damage: +9% arcane / +6% lightning Physical save: +55 (+3 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Silence immunity: +15% Disarm immunity: +10% Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Umbrariver the living mindstar (18-19.8 power, 40 apr, nature damage) Umbrariver the living mindstar (18-19.8 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +7 Cun Changes resistances: +10% mind Changes resistances penetration: +7% mind Changes damage: +7% mind / +6% darkness Grants telepathy: Humanoid/Orc Critical mult.: +23.00% Mental save: +3 (+0 eff.) Equilibrium when hit: +0.12 Psi when hit: +2.50 Mindpower: +21 (+4 eff.) Mental crit. chance: +7% Damage Resonance (when hit): +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Veloda the living mindstar (16.5-18.15 power, 40 apr, mind damage) Veloda the living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +13 Damage when hit (Melee): 14 ice / 14 fire / 7 mind / 7 darkness Changes resistances: +9% temporal / +20% cold / +3% darkness / +18% fire Changes resistances penetration: +10% acid / +10% cold / +20% fire Changes damage: +9% mind / +20% cold / +8% darkness / +18% fire Reduces incoming crit damage: 15.00% Poison immunity: +10% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Velymira the Chargespawn (9.5-10.45 power, 24 apr, mind damage) Velymira the Chargespawn (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 lightning / 9 fire Changes resistances: +24% lightning / +9% fire Changes resistances penetration: +20% lightning / +28% fire Changes damage: +21% fire Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's living mindstar (17-18.7 power, 40 apr, nature damage) dreamer's living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +23% mind Mental save: +10 (+2 eff.) Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of venom (8.5-9.35 power, 24 apr, mind damage)gifted thorny mindstar of venom (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 acid Changes resistances: +14% acid Changes resistances penetration: +12% acid Changes damage: +13% acid Life regen: +1.40 Mindpower: +12 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Anarion' (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Anarion' (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Changes stats: +3 Str / +5 Dex / +3 Wil / +6 Cun / +5 Con Changes resistances: +6% arcane Changes damage: +15% mind Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Gorydedig' (16-17.6 power, 40 apr, nature damage) living mindstar 'Gorydedig' (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con / +3 Mag Changes resistances: +15% light Grants telepathy: Humanoid/Orc Spell save: +48 (+3 eff.) Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Gydhebeth' (16-17.6 power, 40 apr, mind damage) living mindstar 'Gydhebeth' (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom Damage (Melee): +12 mind When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% acid Changes damage: +9% mind Spell save: +9 (+0 eff.) Confusion immunity: +30% Pinning immunity: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Kindlewind' (16-17.6 power, 40 apr, mind damage) living mindstar 'Kindlewind' (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 fire / +12 arcane / +12 temporal When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances penetration: +20% arcane Changes damage: +6% temporal Critical mult.: +25.00% Mana each turn: +0.08 Spell crit. chance: +8% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +40% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Salemira' (26-28.6 power, 43 apr, mind damage) living mindstar 'Salemira' (26-28.6 power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 26.0 - 28.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +3 Str Changes resistances penetration: +15% acid Changes damage: +9% acid Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +44% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Scaldcrack' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Scaldcrack' (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +9% light / +3% nature Physical save: +10 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +7 (+1 eff.) Poison immunity: +5% Equilibrium when hit: +1.80 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +4.00 Mindpower: +26 (+4 eff.) Mental crit. chance: +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Shadedare' (17-18.7 power, 40 apr, nature damage) living mindstar 'Shadedare' (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 temporal When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% blight / +5% arcane / +3% darkness Physical save: +26 (+1 eff.) Disease immunity: +15% Pinning immunity: +5% Stun/Freeze immunity: +15% Mindpower: +22 (+4 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Woetreason' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Woetreason' (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 10 mind / 10 darkness Changes stats: +12 Str / +4 Dex / +5 Wil / +3 Con Changes damage: +7% mind / +25% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of frost (17-18.7 power, 40 apr, mind damage) living mindstar of frost (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +20% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of flames (9-9.9 power, 24 apr, nature damage)nature's thorny mindstar of flames (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +5% blight / +14% fire Changes resistances penetration: +13% fire Changes damage: +7% nature / +14% fire Disease immunity: +16% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting living mindstar of storms (17.5-19.25 power, 40 apr, nature damage) projecting living mindstar of storms (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Base power: 17.5 - 19.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +34% lightning / +20% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Brodyziladar' (14-15.4 power, 32 apr, nature damage) pulsing mindstar 'Brodyziladar' (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Critical mult.: +20.00% Spell save: +30 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +16 (+5 eff.) Mindpower: +18 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Durehir' (12.5-13.75 power, 32 apr, mind damage) pulsing mindstar 'Durehir' (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 9% Changes stats: +5 Con Changes resistances: +3% acid / +2% physical Changes damage: +9% nature Critical mult.: +9.00% Spell save: +9 (+0 eff.) Blindness immunity: +10% Life regen: +0.40 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Lustreripper' (13-14.3 power, 32 apr, nature damage) pulsing mindstar 'Lustreripper' (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +28 blight When wielded/worn: Changes resistances: +6% nature / +20% light Changes damage: +12% light / +6% nature Mindpower: +18 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
purifying living mindstar of persecution (15.5-17.05 power, 40 apr, mind damage) purifying living mindstar of persecution (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +16% Unnatural When wielded/worn: Effects when hit in melee: * 18 arcane resource burn Changes resistances: +4% arcane Changes resistances penetration: +8% arcane Changes damage: +6% arcane Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 16 cooldown : Effective talent level: 5.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element) Awakened Staff of Absorption (60-72 power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 103 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+13 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element)infernal elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 28 fire Changes resistances penetration: +12% blight Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +33.00% Spellpower: +21 (+7 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's yew vilestaff of might (20-24 power, 4 apr, blight element)magelord's yew vilestaff of might (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 33 arcane Changes damage: +20% blight Talent granted: +1 Command Staff Maximum mana: +80.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of channeling (42-50.4 power, 6 apr, darkness element)potent dragonbone vilestaff of channeling (42-50.4 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +36 (+12 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 16 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of blasting (25-30 power, 5 apr, blight element)shimmering elven-wood vilestaff of blasting (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Mana each turn: +0.34 Maximum mana: +84.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 87.02 to 104.43 blight damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced stralite steamsaw of torment (34-51 power, 19 apr)balanced stralite steamsaw of torment (34-51 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 34.0 - 51.0 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +73 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Defense: +21 (+5 eff.) Fatigue: +10% Changes resistances penetration: +11% mind / +13% darkness Talent granted: +2 Block Disarm immunity: +28% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. voratun steamsaw of evisceration (39-58.5 power, 25 apr)voratun steamsaw of evisceration (39-58.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +98 On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. Arcdredge the voratun waraxe (38-53.2 power, 6 apr)Arcdredge the voratun waraxe (38-53.2 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison Burst (radius 1) on hit: +12 darkness / +20 lightning Burst (radius 2) on crit: +8 darkness When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% lightning / +4% physical Reduces incoming crit damage: 15.00% Mental save: +49 (+10 eff.) Disarm immunity: +25% Stun/Freeze immunity: +10% Teleport immunity: +30% One-handed war axes. |
Armileg the Blazesnake (29.5-41.3 power, 5 apr) Armileg the Blazesnake (29.5-41.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +3 Str / +16 Dex / +3 Con Changes resistances: +9% lightning Changes damage: +6% lightning Grants telepathy: Humanoid/Orc See invisible: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Belureda the voratun waraxe (42-58.8 power, 6 apr)Belureda the voratun waraxe (42-58.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +16 acid / +16 arcane / +4 blight When wielded/worn: Physical crit. chance: +30.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Mag Changes resistances penetration: +25% temporal Changes damage: +3% mind Critical mult.: +10.00% Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 One-handed war axes. |
Belytira the Offalrock (39-54.6 power, 6 apr) Belytira the Offalrock (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 25 arcane resource burn * 40% chance to blind On weapon crit: * burns latent spell energy Damage (Melee): +15 temporal / +20 light / +16 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances: +12% acid Changes resistances penetration: +20% darkness Changes damage: +15% nature / +6% light Critical mult.: +19.00% One-handed war axes. |
Biralin the Blazesnake (39.5-55.3 power, 6 apr) Biralin the Blazesnake (39.5-55.3 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 52% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +60 insidious poison / +8 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn * 39% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +6% darkness One-handed war axes. |
Glintbraid the stralite waraxe (30-42 power, 5 apr) Glintbraid the stralite waraxe (30-42 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 41% chance to corrode armour by 30% * 41% chance to blind Burst (radius 1) on hit: +4 light / +8 acid Burst (radius 2) on crit: +4 acid / +12 light When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+3 eff.) Changes resistances: +12% acid / +9% light Changes resistances penetration: +5% acid Disarm immunity: +44% One-handed war axes. |
Radianceterror the voratun waraxe (51-71.4 power, 6 apr) Radianceterror the voratun waraxe (51-71.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stats: 40% Wil, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Damage when hit (Melee): 8 mind Changes stats: +6 Str Changes resistances: +12% light / +6% arcane Changes resistances penetration: +20% mind / +15% physical Changes damage: +30% physical Stamina when hit: +2.40 One-handed war axes. |
Radiancewither the voratun waraxe (41-57.4 power, 6 apr) Radiancewither the voratun waraxe (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +48 insidious poison Burst (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +20.0% Armour: +6 Changes resistances: +6% mind Spell save: +20 (+1 eff.) Knockback immunity: +5% One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Umbraqueen (41.5-58.1 power, 6 apr) Umbraqueen (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 35% chance to cause random gloom Damage (Melee): +25 mind Burst (radius 1) on hit: +24 darkness Burst (radius 2) on crit: +30 ice / +4 darkness When wielded/worn: Armour: +14 Changes stats: +6 Cun / +7 Wil Changes resistances: +10% all Changes resistances penetration: +15% cold / +15% nature / +15% arcane Changes damage: +6% arcane One-handed war axes. |
dwarven-steel waraxe 'Drymas' (21-29.4 power, 4 apr) dwarven-steel waraxe 'Drymas' (21-29.4 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes resistances: +3% mind / +6% temporal Physical save: +30 (+2 eff.) Spell save: +15 (+1 eff.) Disarm immunity: +29% One-handed war axes. |
dwarven-steel waraxe 'Gilarebar' (21.5-30.1 power, 4 apr) dwarven-steel waraxe 'Gilarebar' (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn Damage Shield penetration (this weapon only): +30% When wielded/worn: Armour: +4 Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Critical mult.: +15.00% Pinning immunity: +10% Vim when firing critical spell: +4.00 One-handed war axes. |
dwarven-steel waraxe 'Hettedor' (20-28 power, 4 apr) dwarven-steel waraxe 'Hettedor' (20-28 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 physical When wielded/worn: Armour: +6 Changes resistances: +3% physical Physical save: +6 (+0 eff.) Healing mod.: +20% One-handed war axes. |
stralite waraxe 'Gloroldann' (33.5-46.9 power, 5 apr) stralite waraxe 'Gloroldann' (33.5-46.9 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +24 temporal / +21 nature When wielded/worn: Changes stats: +3 Con Changes resistances: +6% temporal Maximum life: +40.00 One-handed war axes. |
voratun waraxe 'Glowraze' (39.5-55.3 power, 6 apr) voratun waraxe 'Glowraze' (39.5-55.3 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * Slows global speed by 40% * 40% chance to blind * 24 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +14% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+2 eff.) Maximum hate: +6.00 One-handed war axes. |
Airtaint the drakeskin leather belt Airtaint the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +11 Dex / +3 Wil / +4 Cun / +5 Con Changes damage: +12% lightning Mental crit. chance: +14% Light radius: +3 Infravision radius: +3 A belt that goes around your waist. |
Baladebar the Morningoath Baladebar the MorningoathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 8 light Changes stats: +7 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +9% lightning / +15% temporal Changes damage: +3% blight Physical save: +20 (+1 eff.) Spell save: +33 (+2 eff.) Mental save: +18 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
Bantir the Starwind Bantir the StarwindCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +8% fire / +8% cold Changes resistances penetration: +20% acid Critical mult.: +11.00% Trap disarming bonus: +13 Stealth bonus: +8 Light radius: +1 Infravision radius: +4 A belt that goes around your waist. |
Betyldalaith the Sparkblur Betyldalaith the SparkblurInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +11% lightning / +11% temporal / +15% fire Changes resistances penetration: +10% fire Changes damage: +6% lightning / +9% fire A belt that goes around your waist. |
Chamavor the Noonwhisper Chamavor the NoonwhisperCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +14 Dex / +16 Cun / +18 Lck Changes resistances penetration: +10% light Trap disarming bonus: +56 Stealth bonus: +24 Maximum life: +30.00 Mental crit. chance: +13% Infravision radius: +10 Healing mod.: +25% A belt that goes around your waist. |
Dimbender the drakeskin leather belt Dimbender the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +6 Damage when hit (Melee): 16 darkness Changes resistances penetration: +26% darkness / +15% physical Changes damage: +6% acid Physical save: +31 (+2 eff.) Life regen: +2.70 Healing mod.: +30% A belt that goes around your waist. |
Dourmaster the drakeskin leather belt Dourmaster the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness / 16 fire Changes stats: +6 Str / +6 Con Changes resistances: +15% fire Changes resistances penetration: +26% darkness / +26% fire Changes damage: +12% darkness Physical save: +13 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Dresalen DresalenInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Changes stats: +3 Mag Changes resistances: +4% physical Changes damage: +12% physical Critical mult.: +31.00% Physical save: +11 (+0 eff.) Vim when firing critical spell: +3.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 16 power out of 30/30) : Effective talent level: 3.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Flarejustice FlarejusticeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 16 fire Changes resistances: +9% fire Changes resistances penetration: +20% fire / +20% temporal Changes damage: +12% temporal Spell save: +5 (+0 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
Heallore HealloreInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 12 fire Changes resistances: +15% lightning / +14% temporal / +6% nature / +5% arcane Changes resistances penetration: +10% arcane / +10% nature Changes damage: +6% fire A belt that goes around your waist. |
Keregolach the Greenlace Keregolach the GreenlaceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 36% Damage when hit (Melee): 24 nature / 12 fire Changes stats: +6 Con Changes resistances: +15% nature Changes damage: +36% nature / +9% fire Mental save: +15 (+3 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Layunne the drakeskin leather belt Layunne 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: Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Con / +5 Wil Changes resistances penetration: +25% acid Changes damage: +9% acid Spell save: +13 (+1 eff.) Mental save: +19 (+4 eff.) Maximum life: +52.00 Mindpower: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Malilarodan the hardened leather belt Malilarodan the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +5% arcane / +12% acid Changes resistances penetration: +25% arcane / +25% acid Trap disarming bonus: +13 Stealth bonus: +11 Infravision radius: +5 A belt that goes around your waist. |
Mucusbloom MucusbloomCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Damage when hit (Melee): 16 darkness / 16 nature Changes resistances: +9% nature / +35% fire Changes resistances penetration: +29% nature / +15% fire Changes damage: +24% darkness Stealth bonus: +15 A belt that goes around your waist. |
Summoned 35% Summoned 35%Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +6 Str / +6 Dex / +5 Cun / +7 Con / +9 Lck Changes resistances: +15% acid / +3% cold / +6% fire / +15% blight Reduced damage from: +35% Summoned Trap disarming bonus: +25 Stealth bonus: +12 Physical save: +14 (+0 eff.) Stamina each turn: +0.40 Light radius: +3 Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Tarrimas TarrimasCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +7 Str Changes resistances: +2% physical Reduced damage from: +32% Summoned Life regen: +0.80 Maximum stamina: +20.00 A belt that goes around your waist. |
Ulfirin the Murkworm Ulfirin the MurkwormCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 20 darkness / 16 mind Changes resistances: +9% lightning / +6% fire / +15% cold Changes resistances penetration: +15% darkness Changes damage: +6% darkness / +18% mind Grants telepathy: Dragon Humanoid/Orc Mental save: +36 (+7 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Salemina' drakeskin leather belt 'Salemina'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +5 Str / +2 Mag / +12 Con Changes resistances: +15% lightning / +12% temporal Changes resistances penetration: +15% mind Grants telepathy: Dragon Mental save: +39 (+8 eff.) See invisible: +15 Heals friendly targets nearby when you use a nature summon: +50 A belt that goes around your waist. |
hardened leather belt 'Brenilasus' hardened leather belt 'Brenilasus'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +25% arcane Changes damage: +9% temporal Spell save: +10 (+0 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Lightreek' hardened leather belt 'Lightreek'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Changes stats: +6 Cun Changes resistances: +6% light Changes resistances penetration: +25% light Changes damage: +9% light / +6% nature Grants telepathy: Dragon Physical save: +18 (+1 eff.) A belt that goes around your waist. |
ravager's drakeskin leather belt of the giants ravager's drakeskin leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances penetration: +16% physical Changes damage: +24% physical Spell save: +15 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Amerorak the linen cloak (10 def, 6 armour) Amerorak the linen cloak (10 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +5% arcane / +12% cold Mental save: +6 (+1 eff.) Disease immunity: +20% Teleport immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camefast the elven-silk cloak (18 def, 10 armour) Camefast the elven-silk cloak (18 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+4 eff.) Changes stats: +2 Cun Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 20.00% Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Disease immunity: +25% Stun/Freeze immunity: +15% Knockback immunity: +25% Equilibrium when hit: +0.20 Only die when reaching: -60.00 life Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cracklecast the cashmere cloak (13 def, 0 armour) Cracklecast the cashmere cloak (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +12% temporal Changes resistances penetration: +25% temporal Changes damage: +12% lightning / +15% temporal Physical save: +10 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 11 power out of 20/20) : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Layikira the elven-silk cloak (3 def, 0 armour) Layikira the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +10% acid / +9% fire / +20% blight / +9% cold / +18% nature / +10% lightning Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Life regen: +2.10 Maximum life: +45.00 Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nightjustice (3 def, 0 armour) Nightjustice (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 light Changes stats: +4 Str / +4 Con Changes resistances: +12% mind Changes resistances penetration: +25% darkness Changes damage: +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanoba the elven-silk cloak (3 def, 13 armour) Xanoba the elven-silk cloak (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +5 Str / +8 Dex / +4 Cun / +5 Con Changes resistances: +30% cold Talent mastery: +0.40 Technique / Combat training Critical mult.: +20.00% Spell save: -23 (-2 eff.) Mental save: +20 (+4 eff.) Knockback immunity: +5% Stamina each turn: +0.80 Mana each turn: -0.49 Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanowe the elven-silk cloak (3 def, 11 armour) Xanowe the elven-silk cloak (3 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +5 Dex / +1 Con Changes resistances: +23% darkness / +27% cold Changes resistances penetration: +15% darkness Changes damage: +23% darkness / +6% blight Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +22 Physical save: +13 (+0 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -50.00 life Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zathel (6 def, 10 armour) Zathel (6 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Changes resistances: +24% fire / +12% light / +3% temporal Reduces incoming crit damage: 10.00% Stealth bonus: +6 Disarm immunity: +25% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cutharak' (13 def, 10 armour) cashmere cloak 'Cutharak' (13 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +10 Defense: +13 (+3 eff.) Changes resistances: +2% physical Changes resistances penetration: +15% physical Physical save: +20 (+1 eff.) Mental save: +30 (+6 eff.) Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Elenarek' (2 def, 2 armour) cashmere cloak 'Elenarek' (2 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +2 Defense: +2 (+0 eff.) Fatigue: -4% Changes resistances: +6% temporal Mental save: +6 (+1 eff.) Silence immunity: +15% Stun/Freeze immunity: +35% Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shadebrawn' (13 def, 0 armour) cashmere cloak 'Shadebrawn' (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +18% darkness / +6% fire Changes resistances penetration: +10% darkness / +15% fire Changes damage: +24% darkness / +9% fire Physical save: +11 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Issihad' (18 def, 9 armour) elven-silk cloak 'Issihad' (18 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +18 (+4 eff.) Changes stats: +4 Wil Changes resistances: +19% nature / +16% blight Changes resistances penetration: +25% mind Physical save: +16 (+1 eff.) Spell save: +21 (+1 eff.) Mental save: +24 (+5 eff.) Life regen: +2.50 Maximum life: +52.00 See invisible: +6 Healing mod.: +27% 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 (13 def, 0 armour) shadow elven-silk cloak of fog (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +24% fire / +25% darkness / +24% light Changes resistances penetration: +17% darkness Changes damage: +20% darkness Stealth bonus: +37 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Blazesmasher' (12 def, 8 armour)elven-silk robe 'Blazesmasher' (12 def, 8 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Defense: +12 (+3 eff.) Changes stats: +10 Str / +18 Mag / +8 Wil Changes resistances: +12% lightning / +3% physical / +15% light / +14% cold / +13% darkness Changes resistances penetration: +10% light / +15% mind Changes damage: +19% lightning / +11% physical / +29% light / +18% cold Physical save: +9 (+0 eff.) Mental save: +28 (+5 eff.) Maximum life: +70.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Light radius: +7 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. silk robe of alchemy (3 def, 0 armour)silk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% acid / +18% physical / +18% fire / +18% cold Changes damage: +12% acid / +12% physical / +13% fire / +13% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's silk robe of protection (8 def, 5 armour)stargazer's silk robe of protection (8 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +5 Cun Changes damage: +17% light / +17% darkness Physical save: +21 (+1 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzletouch the pair of hardened leather boots (0 def, 11 armour) Dazzletouch the pair of hardened leather boots (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Damage when hit (Melee): 20 light Changes resistances penetration: +25% arcane / +10% light Changes damage: +21% light Light radius: +3 Infravision radius: +3 A pair of boots made of leather. |
Elubrevena the Kindlebringer (0 def, 4 armour) Elubrevena the Kindlebringer (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: -4% Damage when hit (Melee): 8 fire Changes resistances: +6% light Changes damage: +24% light / +18% fire Maximum encumbrance: +21 Physical save: +7 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fulygas (9 def, 4 armour) Fulygas (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -4% Changes resistances: +6% temporal Physical save: +6 (+0 eff.) Blindness immunity: +35% Cut immunity: +10% Stamina each turn: +0.70 Psi when hit: +0.08 Maximum life: +48.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galequill (0 def, 15 armour) Galequill (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -5% Effects on melee hit: * 36% chance to daze at end of turn * 15% chance to inflict 15% damage reduction Changes resistances: +15% acid / +24% fire / +29% cold / +3% nature / +10% lightning Mental save: +36 (+7 eff.) Stun/Freeze immunity: +10% Stamina each turn: +0.90 Maximum life: +54.00 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Lorydir the pair of voratun boots (0 def, 11 armour) Lorydir the pair of voratun boots (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Fatigue: -4% Changes resistances: +15% mind Changes resistances penetration: +20% mind Blindness immunity: +15% Disease immunity: +15% Silence immunity: +20% Pinning immunity: +35% Stun/Freeze immunity: +20% Stamina each turn: +0.90 Maximum life: +51.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustrebone the pair of drakeskin leather boots (10 def, 5 armour) Lustrebone the pair of drakeskin leather boots (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind / 8 light Changes resistances: +15% mind Changes damage: +27% light / +21% mind Light radius: +3 A pair of boots made of leather. |
Mardykalthogen the pair of drakeskin leather boots (2 def, 5 armour) Mardykalthogen the pair of drakeskin leather boots (2 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+0 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con / +4 Wil Changes resistances: +6% mind / +6% temporal Changes resistances penetration: +8% physical Changes damage: +21% temporal Stamina each turn: +0.30 Maximum life: +44.00 Mindpower: +6 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Morningrot the pair of voratun boots (0 def, 5 armour) Morningrot the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 38% chance to corrode armour by 30% Changes resistances: +24% acid Changes resistances penetration: +32% acid / +15% physical / +15% arcane / +15% light Changes damage: +15% acid / +15% arcane / +15% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Plaguewrack (0 def, 5 armour) Plaguewrack (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: -6% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 fire Changes resistances: +5% arcane Changes resistances penetration: +26% arcane / +10% nature Changes damage: +27% arcane Maximum encumbrance: +50 Physical save: +14 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porann (0 def, 10 armour) Porann (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +6 Str Changes resistances: +8% lightning / +7% temporal Changes damage: +9% physical Physical save: +19 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismvenom (0 def, 5 armour) Prismvenom (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +15% fire Changes damage: +15% fire Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of rushing (0 def, 5 armour)pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots 'Goragen' (0 def, 10 armour) pair of dwarven-steel boots 'Goragen' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Fatigue: -3% Damage when hit (Melee): 12 acid Changes resistances: +7% physical Maximum encumbrance: +28 Physical save: +9 (+0 eff.) Maximum life: +70.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Hellsnigh' (0 def, 9 armour) pair of hardened leather boots 'Hellsnigh' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +12% darkness / +12% fire Changes damage: +24% fire Infravision radius: +2 A pair of boots made of leather. |
pair of voratun boots 'Betheyarin' (0 def, 18 armour) pair of voratun boots 'Betheyarin' (0 def, 18 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +18 (+3 eff.) Armour: +18 Fatigue: +4% Changes resistances: +10% acid / +5% fire / +10% lightning / +11% cold Physical save: +11 (+0 eff.) Spell save: +9 (+0 eff.) Mental save: +12 (+2 eff.) Life regen: +3.60 Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of evasion (25 def, 5 armour)wanderer's pair of voratun boots of evasion (25 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 Defense: +25 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +25 (+1 eff.) Mental save: +25 (+5 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 16 cooldown : Effective talent level: 3.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galevault the drakeskin leather gloves (0 def, 3 armour) Galevault the drakeskin leather gloves (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Physical save: +10 (+0 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glintbutcher the voratun gauntlets (0 def, 8 armour) Glintbutcher the voratun gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +8 Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 21 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +5 Dex Changes resistances: +9% acid Changes damage: +3% mind Spell save: +20 (+1 eff.) Mental save: +12 (+2 eff.) Maximum life: +69.00 Light radius: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Mucusbait the hardened leather gloves (0 def, 2 armour) Mucusbait the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Mag / +2 Wil / +7 Con Changes resistances: +9% mind Changes damage: +6% nature Grants telepathy: Dragon Life regen: +2.50 Stamina each turn: +1.40 Maximum stamina: +21.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 11 power out of 30/30) : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 67.51 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of the starseeker (0 def, 3 armour)drakeskin leather gloves of the starseeker (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +6 Mag Changes resistances: +8% light / +9% darkness Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 69.27 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. |
This item will automatically be transmogrified when you leave the level. steady iron gauntlets of the nighthunter (0 def, 1 armour)steady iron gauntlets of the nighthunter (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +7% darkness Physical save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +24% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. umbral drakeskin leather gloves of magic (+6) (0 def, 3 armour)umbral drakeskin leather gloves of magic (+6) (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 20 darkness Changes stats: +6 Mag Changes resistances: +13% darkness Changes damage: +11% arcane / +9% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Infernowrither' (0 def, 3 armour) voratun gauntlets 'Infernowrither' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 fire Changes resistances: +10% fire Changes resistances penetration: +10% mind / +10% fire Changes damage: +20% fire Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Scaldnigh' (0 def, 3 armour) voratun gauntlets 'Scaldnigh' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 lightning Changes resistances: +10% lightning Changes damage: +11% lightning Only die when reaching: -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Aruta the voratun helm (11 def, 11 armour) Aruta the voratun helm (11 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +18 (+3 eff.) Armour: +11 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 16 physical Changes stats: +7 Str / +6 Wil / +10 Cun Changes resistances: +15% physical Changes resistances penetration: +10% blight Physical save: +21 (+1 eff.) Maximum stamina: +20.00 Infravision radius: +4 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belichik (2 def, 0 armour) Belichik (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Cun Changes resistances: +15% physical Changes damage: +15% physical Critical mult.: +10.00% Mental save: +20 (+4 eff.) Maximum psi: +50.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A pointy cloth hat, very wizardly... |
Branisadig the Jetlady (2 def, 0 armour) Branisadig the Jetlady (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +22% lightning / +9% acid Changes resistances penetration: +10% acid Changes damage: +15% lightning / +6% darkness A pointy cloth hat, very wizardly... |
Chamuroregohad the Blackwinter (0 def, 4 armour) Chamuroregohad the Blackwinter (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% lightning / +31% light / +16% darkness / +5% arcane / +15% mind Changes damage: +9% darkness Reduces incoming crit damage: 15.00% Spell save: +6 (+0 eff.) Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cracklepyre (0 def, 5 armour) Cracklepyre (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 38% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 mind Changes stats: +7 Str / +16 Wil / +17 Lck Changes resistances: +21% blight / +13% physical / +6% mind Changes resistances penetration: +15% blight Changes damage: +9% mind / +3% lightning Physical save: +14 (+0 eff.) Mental save: +13 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinodhethra (0 def, 17 armour) Eilinodhethra (0 def, 17 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +23 (+4 eff.) Armour: +17 Fatigue: +5% Changes stats: +13 Str / +12 Wil Changes resistances: +6% acid / +29% physical Changes damage: +3% mind Physical save: +25 (+1 eff.) Blindness immunity: +5% Pinning immunity: +10% Knockback immunity: +15% Equilibrium when hit: +0.12 Infravision radius: +3 A cap made of leather. |
Emelitira the Flashradiance (9 def, 6 armour) Emelitira the Flashradiance (9 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 light Changes resistances: +4% physical / +9% mind / +6% arcane Changes resistances penetration: +33% arcane / +20% light Changes damage: +9% light Disease immunity: +10% Silence immunity: +10% Equilibrium when hit: +3.00 Psi when hit: +2.80 Hate when hit: +2.30 Only die when reaching: -100.00 life A pointy cloth hat, very wizardly... |
Falaretir the Blazerend (0 def, 5 armour) Falaretir the Blazerend (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 24 fire Changes stats: +4 Cun / +5 Wil Changes resistances: +12% fire Changes resistances penetration: +31% blight / +20% fire Changes damage: +6% blight Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lightbender the dwarven-steel helm (0 def, 4 armour) Lightbender the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical / 4 fire Changes stats: +8 Str / +4 Wil Changes resistances: +16% light / +15% darkness Changes resistances penetration: +15% light Changes damage: +15% fire Mental save: +11 (+2 eff.) Light radius: +5 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2174.4 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Liseth the voratun helm (0 def, 5 armour) Liseth the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +3 Mag / +2 Wil Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% arcane / +29% blight Changes damage: +18% blight Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisoressra the Chargetyphoon (3 def, 0 armour) Lisoressra the Chargetyphoon (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 10 arcane resource burn * Slows global speed by 15% Changes resistances: +21% acid / +19% physical / +11% darkness / +30% fire / +20% mind / +3% lightning Changes damage: +20% fire / +14% physical / +20% darkness / +19% mind Physical save: +15 (+1 eff.) Spell save: +39 (+2 eff.) Mental save: +20 (+4 eff.) Maximum hate: +15.00 Maximum psi: +40.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
Mirenoon the voratun helm (0 def, 5 armour) Mirenoon the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 temporal Changes stats: +4 Str / +5 Dex / +4 Cun / +4 Con Changes resistances: +13% fire / +10% cold Changes damage: +21% nature / +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 16 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Silath the hardened leather cap (0 def, 15 armour) Silath the hardened leather cap (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +15 Fatigue: +3% Changes stats: +4 Str / +4 Con Spell save: +6 (+0 eff.) Disease immunity: +25% Silence immunity: +20% Disarm immunity: +15% Teleport immunity: +25% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Smolderbutcher the elven-silk wizard hat (3 def, 0 armour)Smolderbutcher the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 mind / 8 fire Changes resistances: +12% mind / +24% fire Changes resistances penetration: +35% mind / +20% temporal Changes damage: +39% fire / +20% arcane / +6% temporal Maximum mana: +106.00 A pointy cloth hat, very wizardly... |
Xera the voratun helm (0 def, 25 armour) Xera the voratun helm (0 def, 25 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +25 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Dex / +5 Cun / +4 Con Changes damage: +12% mind Stamina each turn: +0.40 Mindpower: +6 (+1 eff.) Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Flamejustice' (2 def, 0 armour) cashmere wizard hat 'Flamejustice' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 16 fire Changes resistances: +19% lightning / +5% arcane / +20% nature / +9% darkness Changes damage: +13% lightning A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Blindreaper' (0 def, 5 armour) drakeskin leather cap 'Blindreaper' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 light Changes stats: +8 Str / +10 Wil / +17 Lck Changes resistances: +15% blight / +12% light / +15% lightning Mental save: +14 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +2 A cap made of leather. |
drakeskin leather cap 'Dawnsear' (0 def, 5 armour) drakeskin leather cap 'Dawnsear' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 fire Changes stats: +7 Str / +7 Wil Changes resistances: +15% fire / +15% physical Changes resistances penetration: +15% light Changes damage: +24% light / +9% fire Physical save: +15 (+1 eff.) A cap made of leather. |
drakeskin leather cap 'Splendourgash' (0 def, 9 armour) drakeskin leather cap 'Splendourgash' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * Slows global speed by 31% * 30% chance to blind Changes resistances: +18% nature / +6% light Changes resistances penetration: +20% nature / +25% light Light radius: +3 Infravision radius: +4 A cap made of leather. |
dwarven-steel helm 'Chumaldir' (0 def, 4 armour) dwarven-steel helm 'Chumaldir' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +2 Con Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+0 eff.) Mental save: +8 (+1 eff.) Blindness immunity: +20% Disease immunity: +10% Cut immunity: +10% Knockback immunity: +25% It can be used to activate talent Battle Cry, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Lightningpiercer' (0 def, 4 armour) dwarven-steel helm 'Lightningpiercer' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +2 Cun / +3 Con Changes resistances: +20% blight / -27% light / +6% lightning Changes damage: +6% blight Life regen: +5.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Sparkwrecker' (0 def, 4 armour) dwarven-steel helm 'Sparkwrecker' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +5 Dex Changes resistances: +6% darkness / +15% lightning Changes resistances penetration: +25% lightning / +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Glorymira' (3 def, 0 armour) elven-silk wizard hat 'Glorymira' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Dex / +17 Wil / +24 Cun Changes resistances: +6% darkness / +30% fire Changes damage: +20% fire Reduces incoming crit damage: 10.00% Mental save: +28 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Light radius: +3 It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 292 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sootthorn' (3 def, 0 armour) elven-silk wizard hat 'Sootthorn' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 darkness Changes stats: +5 Cun / +5 Con Changes resistances: +27% cold Changes damage: +18% cold Physical save: +9 (+0 eff.) Life regen: +0.60 Maximum hate: +10.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk wizard hat of fire (+17%) (3 def, 0 armour)fearwoven elven-silk wizard hat of fire (+17%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% physical / +20% darkness / +30% fire Changes damage: +20% physical / +20% darkness / +20% fire Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
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: +6 Cun / +7 Wil Changes resistances: +18% mind Changes damage: +20% mind Physical save: +12 (+0 eff.) Mental save: +20 (+4 eff.) Maximum psi: +33.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of delving (3 def, 8 armour)enlightening dwarven-steel mail armour of delving (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +8 Str / +6 Wil / +7 Cun Changes resistances: +16% darkness / +11% physical Mental save: +17 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening iron mail armour of Eyal (2 def, 4 armour)enlightening iron mail armour of Eyal (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Mental save: +13 (+2 eff.) Life regen: +1.60 Maximum life: +51.00 Healing mod.: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of implacability (5 def, 20 armour)radiant voratun mail armour of implacability (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Physical save: +15 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of the wind (13 def, 7 armour)prismatic reinforced leather armour of the wind (13 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +16 Physical crit. chance: +7.0% Armour: +7 Defense: +13 (+3 eff.) Fatigue: +8% Changes resistances: +18% light / +17% darkness Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 415 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of the deep (5 def, 14 armour)rejuvenating drakeskin leather armour of the deep (5 def, 14 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +14% acid / +15% cold Allows you to breathe in: water Life regen: +7.20 Stamina each turn: +2.20 A suit of armour made of leather. |
Belykira (9 def, 22 armour) Belykira (9 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +40% acid / +30% fire / +3% physical / +14% cold Changes resistances penetration: +10% blight Allows you to breathe in: water Reduces incoming crit damage: 15.00% Disarm immunity: +5% Knockback immunity: +5% A suit of armour made of metal plates. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cracklewitch (9 def, 16 armour) Cracklewitch (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 fire Changes resistances: +39% lightning / +24% fire Changes resistances penetration: +10% lightning / +20% fire Changes damage: +21% lightning A suit of armour made of metal plates. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+5 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+2 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Isloda the voratun plate armour (9 def, 32 armour) Isloda the voratun plate armour (9 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 11 light Changes stats: +6 Str / +3 Dex / +4 Wil / +6 Con Changes resistances: +27% blight / +29% darkness Changes damage: +6% blight Physical save: +30 (+2 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Maximum life: +62.00 Light radius: +2 A suit of armour made of metal plates. |
Nonik (5 def, 21 armour) Nonik (5 def, 21 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +24% Changes resistances: +20% acid Changes damage: +6% physical Physical save: +20 (+1 eff.) Maximum life: +60.00 Healing mod.: +15% A suit of armour made of metal plates. |
Pyrelash the voratun plate armour (22 def, 26 armour) Pyrelash the voratun plate armour (22 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +22 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 8 arcane / 16 fire Changes stats: +5 Str / +6 Cun / +5 Con Changes resistances: +26% lightning / +6% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Mental save: +18 (+3 eff.) Maximum life: +100.00 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+2 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 13 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of implacability (9 def, 25 armour)fearforged voratun plate armour of implacability (9 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+2 eff.) Fatigue: +31% Changes stats: +9 Con Changes resistances: +15% fire / -19% light / +11% darkness Physical save: +23 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of resistance (8 def, 2 armour, 71.5 block)dwarven-steel shield of resistance (8 def, 2 armour, 71.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious iron shield of patience (4 def, 8 armour, 67 block)impervious iron shield of patience (4 def, 8 armour, 67 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 12 temporal Changes stats: +4 Con Changes resistances: +12% temporal Talent granted: +1 Block Physical save: +7 (+0 eff.) Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 16 cooldown : Effective talent level: 5.0 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (388) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 52 power out of 100/100. The very essence of bearness! |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2164 alchemist agate 2164 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. |
11 onyx 11 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. |
9 aquamarine 9 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. |
18 lapis lazuli 18 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) 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. |
12 sapphire 12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crappy pickaxe (dig speed 2 turns) Crappy pickaxe (dig speed 2 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Armour: +4 Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 23 nature Changes stats: +3 Str / +3 Dex Changes resistances: +10% physical / +9% darkness / +9% fire Changes damage: +15% mind / +13% fire Critical mult.: +20.00% Mental save: +14 (+3 eff.) Stamina each turn: +0.20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayossra the voratun pickaxe (dig speed 11 turns) Mayossra the voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str / +2 Dex Changes damage: +14% mind / +15% fire Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Mental save: +15 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +0% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mind pickaxe (dig speed 4 turns) Mind pickaxe (dig speed 4 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical power: +10 (+2 eff.) Effects on melee hit: * 23 arcane resource burn Changes stats: +6 Cun / +3 Str Changes resistances: +5% arcane / +6% darkness Changes damage: +33% mind / +13% fire Critical mult.: +20.00% Physical save: +14 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: +30 (+6 eff.) Maximum life: +87.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 306.88 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Scalddredge the voratun pickaxe (dig speed 11 turns) Scalddredge the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -18% Changes stats: +10 Str / +2 Mag / +3 Wil Changes resistances: +3% fire Changes resistances penetration: +15% fire / +19% physical Changes damage: +6% blight / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Cyrykira' (dig speed 17 turns) voratun pickaxe 'Cyrykira' (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+2 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str Changes resistances: +12% darkness Changes damage: +18% mind Damage affinity(heal): +15% darkness Mental save: +9 (+2 eff.) Infravision radius: +9 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Duskpower' (dig speed 12 turns) voratun pickaxe 'Duskpower' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to corrode armour by 30% * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes stats: +3 Str Changes resistances: +9% mind / +9% acid Changes resistances penetration: +20% physical / +10% mind / +25% darkness Changes damage: +9% acid / +9% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Hanarin' (dig speed 11 turns) voratun pickaxe 'Hanarin' (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +6 Dex Changes resistances: +5% arcane / +3% physical Physical save: +21 (+1 eff.) Spell save: +27 (+2 eff.) Mental save: +25 (+5 eff.) Maximum life: +153.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 42 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 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. |
Dayorder the dwarven lantern Dayorder the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +21% light Changes resistances penetration: +10% light / +20% mind Changes damage: +15% mind Critical mult.: +15.00% Maximum hate: +4.00 Mindpower: +6 (+1 eff.) Light radius: +4 Heals friendly targets nearby when you use a nature summon: +30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Lightrip the dwarven lantern Lightrip the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 24 arcane resource burn * 30% chance to blind Changes resistances: +21% blight Changes damage: +30% light Spell save: +6 (+0 eff.) Mental save: +15 (+3 eff.) Light radius: +6 See stealth: +25 See invisible: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Stokenoon StokenoonInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Wil / +5 Con Changes resistances: +15% blight / +12% fire Changes resistances penetration: +10% mind Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +18 (+3 eff.) Life regen: +5.30 Equilibrium when hit: +0.20 Psi when hit: +0.20 Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Sunwire the dwarven lantern Sunwire the dwarven lanternInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 lightning Changes resistances: +3% fire / +3% all Changes resistances penetration: +20% fire / +15% all Changes damage: +9% lightning / +12% fire Spell save: +12 (+1 eff.) Maximum life: +61.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Vorera the Crackleguile Vorera the CrackleguileInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 12 lightning Changes resistances: +24% acid / +18% lightning Changes resistances penetration: +10% acid Changes damage: +9% acid Physical save: +15 (+1 eff.) Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xeruta the Dazzlecrack Xeruta the DazzlecrackInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +4 Wil Changes resistances: +9% light Changes resistances penetration: +25% light Critical mult.: +12.00% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Cuthedorach' alchemist's lamp 'Cuthedorach'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Str Changes resistances: +12% fire Mental save: +11 (+2 eff.) Confusion immunity: +25% Stamina each turn: +1.20 Maximum life: +20.00 Light radius: +3 See stealth: +16 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Skystoker' brass lantern 'Skystoker'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +15% light Changes damage: +3% light Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's brass lantern of the zealot watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+0 eff.) Blindness immunity: +20% Confusion immunity: +10% Light radius: +5 See stealth: +7 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 5.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 69 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 2.0 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
75 alchemist bloodstone 75 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
21 bloodstone 21 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. |
32 fire opal 32 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. |
14 garnet 14 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 104 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 427.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 13 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aerimira the steel torque of thermal psionic shield [power 47] (11 cooldown) Aerimira the steel torque of thermal psionic shield [power 47] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +10% physical Only die when reaching: -60.00 life Healing mod.: +45% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Aeritha the Blazenaught [power 93] (11 cooldown) Aeritha the Blazenaught [power 93] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances penetration: +25% acid Changes damage: +30% acid / +6% fire It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Khelomadil [power 81] (11 cooldown) Khelomadil [power 81] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 20 physical Changes stats: +3 Str Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Physical save: +9 (+0 eff.) Only die when reaching: -80.00 life Maximum life: +50.00 Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Kindlebait [power 127] (11 cooldown) Kindlebait [power 127] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +15% darkness / +5% light Changes damage: +21% light Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 127 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Kindlecutter [power 173] (11 cooldown) Kindlecutter [power 173] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Wil Changes resistances: +18% mind Changes damage: +27% light / +9% mind Mental save: +30 (+6 eff.) Maximum hate: +13.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Malystir [power 143] (11 cooldown) Malystir [power 143] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +5% arcane / +6% cold Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward Spell save: +30 (+2 eff.) Pinning immunity: +30% Knockback immunity: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 143 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Sunbile the dwarven-steel torque of psychoportation [power 41] (16 cooldown) Sunbile the dwarven-steel torque of psychoportation [power 41] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Changes resistances: +12% acid / +4% physical / +15% temporal Silence immunity: +15% Light radius: +3 It can be used to teleport randomly (rad 41), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation 'Chalathandur' [power 37] (16 cooldown) dwarven-steel torque of psychoportation 'Chalathandur' [power 37] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +12% acid Physical save: +6 (+0 eff.) Blindness immunity: +20% Disarm immunity: +15% Stun/Freeze immunity: +5% It can be used to teleport randomly (rad 37), putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Nimbuswaker' [power 57] (16 cooldown) voratun torque of psychoportation 'Nimbuswaker' [power 57] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +6 Wil Changes resistances: +6% blight Talent cooldown: Silence (-2 turns) Talent granted: +8 Silence Heals friendly targets nearby when you use a nature summon: +20 It can be used to teleport randomly (rad 57), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Boryruirig the dragonbone totem of thorny skin [power 90] (11 cooldown) Boryruirig the dragonbone totem of thorny skin [power 90] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +5 Dex Maximum hate: +8.00 Maximum psi: +50.00 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 11 turns. Natural totems are made by powerful wilders to store nature power. |
Elaldawyn [power 242] (11 cooldown) Elaldawyn [power 242] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 acid Changes resistances: +6% temporal Changes resistances penetration: +30% acid / +15% temporal Changes damage: +9% acid / +21% temporal Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 242, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Emille the yew totem of thorny skin [power 40] (11 cooldown) Emille the yew totem of thorny skin [power 40] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Critical mult.: +6.00% Physical save: +30 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Galdawe the Hellmonster [power 4] (6 cooldown) Galdawe the Hellmonster [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% mind / +21% fire Changes resistances penetration: +15% acid / +20% fire / +10% mind Changes damage: +27% acid / +12% fire / +24% mind It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
Glokira [power 4] (6 cooldown) Glokira [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +5% arcane / +6% nature Changes damage: +12% mind Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Physical save: +9 (+0 eff.) Mental save: +31 (+6 eff.) Cut immunity: +25% Pinning immunity: +10% Knockback immunity: +15% Mental crit. chance: +3% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Nerada the yew totem of thorny skin [power 47] (11 cooldown) Nerada the yew totem of thorny skin [power 47] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Dex / +5 Mag / +5 Cun Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Runulach [power 3] (6 cooldown) Runulach [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +10 Changes resistances penetration: +15% mind Physical save: +30 (+2 eff.) Spell save: +30 (+2 eff.) Poison immunity: +25% Disarm immunity: +15% Confusion immunity: +15% Pinning immunity: +10% It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Skypiety [power 31] (11 cooldown) Skypiety [power 31] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid / 4 lightning Changes resistances: +30% lightning Changes resistances penetration: +20% acid Changes damage: +18% lightning 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 31 and armour hardiness by 40%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 18 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
elven-wood totem of cure ailments 'Faliyon' [power 4] (6 cooldown) elven-wood totem of cure ailments 'Faliyon' [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes resistances: +15% temporal Changes damage: +6% temporal It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Duathelfurnace' [power 67] (11 cooldown) elven-wood totem of thorny skin 'Duathelfurnace' [power 67] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +3% mind / +3% darkness Maximum wards: +5 acid / +3 nature / +3 light Changes resistances penetration: +10% mind Changes damage: +9% darkness / +3% mind Talent cooldown: Lay Web (-1 turn) Talents granted: +4 Lay Web +1 Ward It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Lighttorrent' [power 59] (11 cooldown) elven-wood totem of thorny skin 'Lighttorrent' [power 59] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +9 Mag Changes damage: +9% blight / +12% temporal / +30% light Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
17 diamond 17 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. |
23 moonstone 23 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl 18 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. |
8 quartz 8 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. |
9 amber 9 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Shake your booty the Cornac Possessor level 38
64th Regrowth 123rd year of Ascendancy at 21:10 see stats
By Shake your booty the Cornac Possessor level 22
70th Dusk 122nd year of Ascendancy at 11:40 see stats
By Shake your booty the Cornac Possessor level 50
9th Decay 123rd year of Ascendancy at 03:37 see stats
By Shake your booty the Cornac Possessor level 37
42nd Regrowth 123rd year of Ascendancy at 05:54 see stats
By Shake your booty the Cornac Possessor level 17
52nd Dusk 122nd year of Ascendancy at 06:26 see stats
By Shake your booty the Cornac Possessor level 45
62nd Pyre 123rd year of Ascendancy at 13:03 see stats
By Shake your booty the Cornac Possessor level 50
8th Flare 123rd year of Ascendancy at 11:46 see stats
By Shake your booty the Cornac Possessor level 50
76th Dusk 123rd year of Ascendancy at 21:48 see stats
By Shake your booty the Cornac Possessor level 42
60th Pyre 123rd year of Ascendancy at 04:20 see stats
By Shake your booty the Cornac Possessor level 50
43rd Haze 123rd year of Ascendancy at 03:50 see stats
By Shake your booty the Cornac Possessor level 50
78th Haze 123rd year of Ascendancy at 16:22 see stats
By Shake your booty the Cornac Possessor level 10
3rd Dusk 122nd year of Ascendancy at 19:54 see stats
By Shake your booty the Cornac Possessor level 41
57th Pyre 123rd year of Ascendancy at 10:10 see stats
By Shake your booty the Cornac Possessor level 34
40th Regrowth 123rd year of Ascendancy at 15:40 see stats
By Shake your booty the Cornac Possessor level 50
44th Haze 123rd year of Ascendancy at 10:07 see stats
By Shake your booty the Cornac Possessor level 50
2nd Wintertide 124th year of Ascendancy at 00:02 see stats
By Shake your booty the Cornac Possessor level 23
7th Haze 122nd year of Ascendancy at 00:09 see stats
By Shake your booty the Cornac Possessor level 24
18th Haze 122nd year of Ascendancy at 05:09 see stats
By Shake your booty the Cornac Possessor level 50
41st Dusk 123rd year of Ascendancy at 02:27 see stats
By Shake your booty the Cornac Possessor level 50
54th Dusk 123rd year of Ascendancy at 20:34 see stats
By Shake your booty the Cornac Possessor level 22
70th Dusk 122nd year of Ascendancy at 10:08 see stats
By Shake your booty the Cornac Possessor level 50
8th Flare 123rd year of Ascendancy at 16:57 see stats
By Shake your booty the Cornac Possessor level 50
39th Dusk 123rd year of Ascendancy at 10:36 see stats
By Shake your booty the Cornac Possessor level 10
3rd Flare 122nd year of Ascendancy at 23:29 see stats
By Shake your booty the Cornac Possessor level 20
67th Dusk 122nd year of Ascendancy at 20:16 see stats
By Shake your booty the Cornac Possessor level 30
6th Decay 122nd year of Ascendancy at 09:16 see stats
By Shake your booty the Cornac Possessor level 40
51st Pyre 123rd year of Ascendancy at 12:28 see stats
By Shake your booty the Cornac Possessor level 50
8th Flare 123rd year of Ascendancy at 10:12 see stats
By Shake your booty the Cornac Possessor level 50
40th Dusk 123rd year of Ascendancy at 01:32 see stats
By Shake your booty the Cornac Possessor level 50
5th Allure 124th year of Ascendancy at 01:55 see stats
By Shake your booty the Cornac Possessor level 48
1st Summertide 123rd year of Ascendancy at 04:30 see stats
By Shake your booty the Cornac Possessor level 23
6th Haze 122nd year of Ascendancy at 05:07 see stats
By Shake your booty the Cornac Possessor level 38
34th Pyre 123rd year of Ascendancy at 14:42 see stats
By Shake your booty the Cornac Possessor level 22
69th Dusk 122nd year of Ascendancy at 23:27 see stats
By Shake your booty the Cornac Possessor level 41
57th Pyre 123rd year of Ascendancy at 11:47 see stats
By Shake your booty the Cornac Possessor level 50
44th Haze 123rd year of Ascendancy at 10:06 see stats
By Shake your booty the Cornac Possessor level 12
29th Dusk 122nd year of Ascendancy at 03:09 see stats
By Shake your booty the Cornac Possessor level 7
3rd Summertide 122nd year of Ascendancy at 19:10 see stats
By Shake your booty the Cornac Possessor level 22
70th Dusk 122nd year of Ascendancy at 11:40 see stats
By Shake your booty the Cornac Possessor level 50
44th Haze 123rd year of Ascendancy at 10:07 see stats
By Shake your booty the Cornac Possessor level 48
10th Mirth 123rd year of Ascendancy at 03:26 see stats
By Shake your booty the Cornac Possessor level 7
1st Summertide 122nd year of Ascendancy at 10:54 see stats
By Shake your booty the Cornac Possessor level 50
64th Dusk 123rd year of Ascendancy at 05:38 see stats
By Shake your booty the Cornac Possessor level 28
5th Decay 122nd year of Ascendancy at 23:52 see stats
By Shake your booty the Cornac Possessor level 24
7th Haze 122nd year of Ascendancy at 16:29 see stats
By Shake your booty the Cornac Possessor level 17
46th Dusk 122nd year of Ascendancy at 23:49 see stats
By Shake your booty the Cornac Possessor level 36
41st Regrowth 123rd year of Ascendancy at 18:52 see stats
By Shake your booty the Cornac Possessor level 50
5th Allure 124th year of Ascendancy at 08:32 see stats
Log
Shake your booty picks up ( .): balanced voratun greatmaul of purging (68.5-102.75 power, 4 apr).
Shake your booty picks up ( .): Zubesemina the voratun battleaxe (80-120 power, 4 apr).
Shake your booty picks up ( .): truestriking voratun greatmaul (67.5-101.25 power, 4 apr).
Shake your booty picks up ( .): dwarven-steel shield of resistance (8 def, 2 armour, 71.5 block).
Shake your booty picks up ( .): umbral drakeskin leather gloves of magic (+6) (0 def, 3 armour).
Shake your booty picks up ( .): prismatic reinforced leather armour of the wind (13 def, 7 armour).
Shake your booty picks up ( .): shimmering elven-wood vilestaff of blasting (25-30 power, 5 apr, blight element).
Shake your booty's mind surges with critical power!
Shake your booty is invigorated by the attack!
Shake your booty is invigorated by the attack!
Talent Psychic Crush is ready to use.
Rotting Disease from Layolenne the elder vampire hits Shake your booty for (22 to psi shield), (13 antimagic), 0 blight (0 total damage).
Shake your booty hits Shake your booty for 0 arcane damage.
Ran for 4 turns (stop reason: taken damage).
Shake your booty is invigorated by the attack!
Talent Sunder Armour is ready to use.
Talent Disarm is ready to use.
Rotting Disease from Layolenne the elder vampire hits Shake your booty for (22 to psi shield), (13 antimagic), 0 blight (0 total damage).
Shake your booty is no longer empowered.
Shake your booty deactivates Force Shield.
Shake your booty is no longer attuned.
Shake your booty is free from the rotting disease.
Shake your booty deactivates Channel Pain.
Shake your booty deactivates Charged Shield.
Shake your booty deactivates Antimagic Shield.
Shake your booty deactivates Kinetic Shield.
Shake your booty deactivates Skate.