
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Possessor |
Level / Exp | 50 / 926% |
Size | huge |
Lifes / Deaths | Killed by Velerivea the sand-drake at level 18 on the 61st Dusk 122nd year of Ascendancy at 06:54 6 / 2Killed by Rincewind at level 50 on the 46th Dusk 123rd year of Ascendancy at 01:31 |
Antimagic | Follower |
Primary Stats
Strength | 204.4408 (base 60) |
Dexterity | 80.624 (base 12) |
Constitution | 39 (base 30) |
Magic | 88.9492 (base 10) |
Willpower | 94.696346766617 (base 60) |
Cunning | 149.148 (base 60) |
Resources
Equilibrium | 48 |
Life | 2711/5511 |
Psi_feedback | 21/100 |
Paradox | 0 |
Psi | 567/567 |
Healing Factor | 0.90813397129191 |
Regeneration | 0.22703349282298 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50% |
Spell | 0% |
Global | +136.2917382367% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 13 |
See Stealth | 126.14449216174 |
See Invisible | 118.14449216174 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid |
Offense: Mainhand
Damage | 220 |
Accuracy | 66 |
Crit Chance | 58% |
APR | 95 |
Speed | 1.00 |
Offense: Offhand
Damage | 209 |
Accuracy | 66 |
Crit Chance | 58% |
APR | 97 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19.333333333333 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 74% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 76.853699254264 (100%) |
Defense | 75 |
Ranged Defense | 78 |
Fatigue | 0 |
Physical Save | 82.25 |
Spell Save | 78.75 |
Mental Save | 80 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 99% |
Fear Resistance | 0% |
Poison Resistance | 13% |
Blind Resistance | 100% |
Teleport Resistance | 17% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1185% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 891 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 537 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1085% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
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 / Deep horror | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Antimagic Shield |
talent | Kinetic Aura |
talent | Channel Pain |
talent | Psiblades |
talent | Mind Link |
talent | Kinetic Shield |
detrimental effect | The target is on fire, taking 139.64 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 54%. Slow |
beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
beneficial effect | Stolen talent: Block Mind Steal |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
detrimental effect | The target has been splashed with acid, taking 79.66 acid damage per turn, reducing armour by 73 and attack by 64. Acid Splash |
beneficial effect | Mindpower (raw) increased by 20. Sadist |
beneficial effect | The target's defense and saves have been increased by 24. 3 Spin |
beneficial effect | You gain 82% resistance against darkness. 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Silina the bandit. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Salyba the sandworm. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Betudhelaith the grizzly bear. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | 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 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: 1777. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism 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 the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 within5 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. * Find a Resonating Diamond. | active |
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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
Light source | dwarven lantern 'Porenn' dwarven lantern 'Porenn'Requires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight / 24 mind Changes resistances: +12% mind Changes damage: +15% mind Blindness immunity: +49% Confusion immunity: +26% Mana each turn: +0.24 Vim when firing critical spell: +5.00 Maximum mana: +120.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +3% Light radius: +9 See stealth: +25 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 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. This item has been sent to the Item's Vault. |
On head | Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Requires: - Level 35 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 18 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." This item has been sent to the Item's Vault. |
On hands | heroic hardened leather gloves of the verdant (0 def, 6 armour) heroic hardened leather gloves of the verdant (0 def, 6 armour)Requires: - Level 15 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% blight / +12% darkness / +8% arcane Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +13 (+1 eff.) Mental save: +8 (+1 eff.) Maximum life: +49.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Tool | Lavaraven the voratun pickaxe (dig speed 17 turns) Lavaraven the voratun pickaxe (dig speed 17 turns)Requires: - Level 35 Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% fire / +15% darkness / +15% mind Changes resistances penetration: +25% mind / +25% fire Changes damage: +9% mind Damage affinity(heal): +15% darkness Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | Glory of the Pride Glory of the PrideRequires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+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. This item has been sent to the Item's Vault. |
On fingers | Vorarin the Abyssbreaker Vorarin the AbyssbreakerRequires: - Level 35 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 fire Changes stats: +10 Str / +6 Wil / +18 Cun Changes resistances: +9% temporal Changes resistances penetration: +20% fire Changes damage: +15% fire / +6% temporal Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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. This item has been sent to the Item's Vault. |
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... |
In main hand | Eyal's Will (22-24.2 power, 76 apr, nature damage) Eyal's Will (22-24.2 power, 76 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: 152% Wil, 37% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 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: +34 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 18 power out of 25/30) : Effective talent level: 3.0 Power cost: 18 out of 25/30. 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 9, doing 113.13 slime damage for 16 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. |
Around waist | reinforced drakeskin leather belt of valiance reinforced drakeskin leather belt of valianceRequires: - Level 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Changes stats: +5 Wil Physical save: +25 (+1 eff.) Mental save: +14 (+2 eff.) Maximum life: +110.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | Salutira (16-17.6 power, 78 apr, mind damage) Salutira (16-17.6 power, 78 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: 16.0 - 17.6 Uses stats: 135% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +28 Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Damage when hit (Melee): 20 ice Changes resistances: +20% cold / +12% temporal Changes resistances penetration: +25% blight / +20% cold Changes damage: +15% cold Poison immunity: +15% Knockback immunity: +20% Teleport immunity: +20% Mana each turn: +0.20 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +50% 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 has been sent to the Item's Vault. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 108 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. This item has been sent to the Item's Vault. |
Main armor | 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. This item has been sent to the Item's Vault. |
Inventory
healing infusion of the warrior (heal 531) healing infusion of the warrior (heal 531)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 531 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. |
healing infusion of the warrior (heal 527) healing infusion of the warrior (heal 527)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 527 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. |
healing infusion of the warrior (heal 524) healing infusion of the warrior (heal 524)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 524 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 (+35 for 10 turns, die at -1181) heroism infusion of the warrior (+35 for 10 turns, die at -1181)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 10 turns. While Heroism is active, you will only die when reaching -1181 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 (+35 for 11 turns, die at -1360) heroism infusion of the warrior (+35 for 11 turns, die at -1360)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 11 turns. While Heroism is active, you will only die when reaching -1360 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. This item has been sent to the Item's Vault. |
movement infusion of the warrior (913% speed; 5 turns) movement infusion of the warrior (913% 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 913% 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 467 over 5 turns) regeneration infusion of the psychic (heal 467 over 5 turns)Requires: - Level 15 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 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. This item has been sent to the Item's Vault. |
regeneration infusion of the psychic (heal 614 over 5 turns) regeneration infusion of the psychic (heal 614 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 614 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 1209 over 5 turns) regeneration infusion of the warrior (heal 1209 over 5 turns)Requires: - Level 15 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1209 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 has been sent to the Item's Vault. |
regeneration infusion of the warrior (heal 755 over 5 turns) regeneration infusion of the warrior (heal 755 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 755 life over 5 turns. Its effects scale with your 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 warrior (heal 768 over 5 turns) regeneration infusion of the warrior (heal 768 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 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. |
wild infusion of the warrior (resist 37%; cure physical) wild infusion of the warrior (resist 37%; cure physical)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 41%; cure mental) wild infusion of the warrior (resist 41%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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..." |
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. |
Blazestrider the steel amulet Blazestrider the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +15% fire Changes resistances penetration: +20% mind Changes damage: +6% mind Talent mastery: +0.21 Psionic / Possession Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+1 eff.) Amulets can have magical properties. |
Cyragatha the Brightzephyr Cyragatha the BrightzephyrInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% lightning / +26% fire / +15% light / +26% cold Changes resistances penetration: +20% lightning / +25% light Changes damage: +9% light / +9% lightning 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 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 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 22% and provides a 11% 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. |
Ivaratta IvarattaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+4 eff.) Changes stats: +12 Lck / +2 Cun Talent mastery: +0.12 Psionic / Battle psionics Mental save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) Reduce all damage from unseen attackers: 24% Amulets can have magical properties. |
Lelomas the copper amulet Lelomas the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes resistances: +9% blight / +5% arcane / +3% darkness Cut immunity: +5% Amulets can have magical properties. |
Nightpierce the stralite amulet Nightpierce the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +33% mind / +5% arcane Changes resistances penetration: +20% darkness Changes damage: +6% arcane / +15% darkness Confusion immunity: +44% Amulets can have magical properties. |
Oleroddafang the Nightviper Oleroddafang the NightviperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +18% fire Changes resistances penetration: +5% fire Changes damage: +18% darkness Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Ravenslicer RavenslicerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Cun / +3 Wil Changes resistances: +17% lightning Changes damage: +30% darkness Stun/Freeze immunity: +32% Light radius: +3 Amulets can have magical properties. |
Rhydrador RhydradorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +9 Con Changes resistances: +5% physical Critical mult.: +9.00% Reduces incoming crit damage: 20.00% Physical save: +30 (+2 eff.) Stamina each turn: +0.60 Light radius: +4 Amulets can have magical properties. |
Skynoon the gold amulet Skynoon the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind / 20 lightning Changes resistances: +11% physical Changes resistances penetration: +15% lightning / +25% fire / +15% mind Changes damage: +9% fire Stamina each turn: +0.80 Amulets can have magical properties. |
Sunshine the stralite amulet Sunshine the stralite amuletInfused 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): 20 light Changes resistances: +12% blight / +24% fire / +26% cold Changes resistances penetration: +25% blight / +20% light Changes damage: +15% acid Light radius: +3 Amulets can have magical properties. |
Velirakira the gold amulet Velirakira the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag / +3 Wil / +3 Con Changes resistances: +19% mind / +9% blight Changes resistances penetration: +15% blight Confusion immunity: +35% Light radius: +3 Infravision radius: +3 Amulets can have magical properties. |
Velolle VelolleInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil Changes resistances: +5% arcane / +6% temporal Changes damage: +30% temporal Amulets can have magical properties. |
Xaranor the copper amulet Xaranor the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +13% mind / +4% physical Reduces incoming crit damage: 10.00% Spell save: +36 (+2 eff.) Confusion immunity: +24% Stun/Freeze immunity: +35% Amulets can have magical properties. |
gold amulet 'Dimstreak' gold amulet 'Dimstreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to inflict 15% damage reduction Changes resistances: +9% darkness Changes damage: +21% blight Talent mastery: +0.28 Cunning / Survival Amulets can have magical properties. |
gold amulet 'Kindleglean' gold amulet 'Kindleglean'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 20 fire Changes resistances: +15% mind / +12% fire Changes resistances penetration: +20% light Confusion immunity: +24% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
voratun amulet 'Muckglory' voratun amulet 'Muckglory'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid / 20 nature Changes resistances: +27% light / +30% darkness / +15% nature Changes resistances penetration: +25% nature Changes damage: +9% nature Blindness immunity: +49% Amulets can have magical properties. |
Beregoran the gold ring Beregoran the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +25% mind Changes damage: +3% arcane / +18% mind Critical mult.: +15.00% Mental save: +11 (+2 eff.) Confusion immunity: +22% Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
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. |
Bregathad the Deepswing Bregathad the DeepswingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 35% chance to blind Changes resistances: +16% physical / +9% light / +21% darkness Changes resistances penetration: +15% nature Changes damage: +16% physical / +9% light / +24% darkness Rings can have magical properties. |
Ce'Nasewe Ce'NaseweInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -10% Changes stats: +4 Con / +6 Mag Reduces incoming crit damage: 15.00% Life regen: +0.90 Maximum life: +54.00 Infravision radius: +3 Healing mod.: +18% Rings can have magical properties. |
Ce'Nygada the steel ring Ce'Nygada the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +13% mind Changes resistances penetration: +10% mind Changes damage: +25% mind Reduces incoming crit damage: 10.00% Physical save: +12 (+1 eff.) Disease immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Cinderdeath CinderdeathCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Cun / +12 Dex Changes resistances: +13% mind Changes damage: +13% mind / +9% fire Rings can have magical properties. |
Emelyba the Dimvice Emelyba the DimviceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +7 Con Changes resistances: +7% blight / +24% fire / +7% nature Changes resistances penetration: +5% lightning Changes damage: +9% darkness / +12% fire Physical save: +14 (+1 eff.) Poison immunity: +10% Disease immunity: +16% Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Malufast MalufastInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +18% acid Reduces incoming crit damage: 15.00% Mental save: +15 (+3 eff.) Cut immunity: +15% Confusion immunity: +70% Pinning immunity: +35% Stun/Freeze immunity: +15% Knockback immunity: +15% Mana each turn: +0.20 Rings can have magical properties. |
Motosin MotosinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Changes stats: +2 Con Physical save: +30 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.30 Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
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. |
Salamima the gold ring Salamima the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Fatigue: -10% Damage when hit (Melee): 8 mind Changes stats: +7 Str / +3 Dex / +5 Wil / +2 Con Changes resistances: +9% mind Grants telepathy: Demon/Minor Demon/Major Rings can have magical properties. |
Shockwell the steel ring Shockwell the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Wil Changes resistances: +15% mind Changes resistances penetration: +20% lightning / +10% mind Changes damage: +3% mind Mental save: +8 (+1 eff.) Rings can have magical properties. |
Tulagarain TulagarainInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +7 Wil / +4 Cun / +4 Con Changes damage: +6% mind Mental save: +10 (+2 eff.) See invisible: +15 Rings can have magical properties. |
Ulular UlularInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Changes stats: +2 Dex / +3 Con Physical save: +6 (+0 eff.) Life regen: +0.80 Rings can have magical properties. |
Xanolaith the copper ring Xanolaith the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +9 Cun / +9 Wil Mindpower: +6 (+1 eff.) Infravision radius: +3 Rings can have magical properties. |
Zerakhad the gold ring Zerakhad the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +7 Dex Changes resistances: +9% mind / +3% temporal Changes damage: +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Zoladil the Daywrack Zoladil the DaywrackInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom * 30% chance to blind Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +8 Cun Changes resistances: +9% light / +6% temporal Changes damage: +30% light / +9% temporal Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 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. |
Zubynor the Corpsebane Zubynor the CorpsebaneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +24% fire / +5% arcane / +6% darkness Changes damage: +12% fire Spell save: +18 (+1 eff.) Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +7 Con Life regen: +1.40 Maximum life: +91.00 Healing mod.: +22% Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Uredas' gold ring 'Uredas'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +5% arcane / +12% cold / +32% nature / +2% physical Changes damage: +16% nature Stun/Freeze immunity: +20% Knockback immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
psionicist's stralite ring of clarity psionicist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +15 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
steel ring 'Beegasin' steel ring 'Beegasin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +3% temporal Changes resistances penetration: +10% blight / +15% temporal Changes damage: +12% blight Critical mult.: +10.00% Mental save: +6 (+1 eff.) Confusion immunity: +22% Vim when firing critical spell: +2.00 Rings can have magical properties. |
steel ring 'Shockwaker' steel ring 'Shockwaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +21% lightning Changes damage: +6% mind / +6% lightning Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +31% Maximum life: +28.00 Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.40 Rings can have magical properties. |
voratun ring 'Earydorig' voratun ring 'Earydorig'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +6 Dex Changes resistances: +10% nature / +11% blight Poison immunity: +27% Disease immunity: +30% Confusion immunity: +10% Stun/Freeze immunity: +60% Life regen: +2.60 Equilibrium when hit: +0.08 Maximum psi: +40.00 Rings can have magical properties. |
warrior's gold ring of the mind (+12%) warrior's gold ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
warrior's gold ring of the mountain (+16%) warrior's gold ring of the mountain (+16%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +16% physical Changes damage: +16% physical Rings can have magical properties. |
warrior's steel ring of light (+20%) warrior's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
Balyruigorn the dwarven-steel battleaxe (32.5-48.75 power, 2 apr) Balyruigorn the dwarven-steel battleaxe (32.5-48.75 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 40% Wil, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances penetration: +14% mind / +20% temporal / +12% darkness / +15% arcane Changes damage: +12% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Viperbright' (31-46.5 power, 2 apr) dwarven-steel battleaxe 'Viperbright' (31-46.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 40% Wil, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +55 insidious poison When wielded/worn: Armour penetration: +13 Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun / +5 Mag Changes resistances: +3% darkness / +7% all Changes resistances penetration: +14% nature / +14% physical Changes damage: +6% nature / +14% physical Blindness immunity: +5% Disease immunity: +5% Massive two-handed battleaxes. |
Cyridhebeth the Dazzlewarden (42-63 power, 2 apr) Cyridhebeth the Dazzlewarden (42-63 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to blind Damage (Melee): +12 darkness Damage against: +17% Living When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +21% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Wretchmaim the voratun greatmaul (62.5-93.75 power, 4 apr) Wretchmaim the voratun greatmaul (62.5-93.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 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: 62.5 - 93.8 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: * 37% chance to cause random gloom * disrupts spell-casting On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +24 mind Burst (radius 1) on hit: +8 nature Damage against: +26% Unnatural When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+3 eff.) Damage when hit (Melee): 20 nature Changes stats: +6 Cun / +5 Wil Spell save: +33 (+2 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatmaul (67.5-101.25 power, 4 apr)balanced 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: +20 (+5 eff.) Defense: +21 (+5 eff.) Disarm immunity: +66% Massive two-handed mauls. |
Blazewish the voratun greatsword (63.5-101.6 power, 4 apr) Blazewish the voratun greatsword (63.5-101.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 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% When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +21 (+5 eff.) Effects on melee hit: * 36% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +6% arcane Changes resistances penetration: +15% lightning / +25% arcane Disarm immunity: +66% Psi when hit: +0.24 Heals friendly targets nearby when you use a nature summon: +40 Massive two-handed swords. |
Blindtitan (45.5-72.8 power, 3 apr) Blindtitan (45.5-72.8 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.5 - 72.8 Uses stats: 40% Wil, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +55 insidious poison When wielded/worn: Changes resistances: +12% cold Changes damage: +12% light Physical save: +30 (+2 eff.) Mental save: +15 (+3 eff.) Cut immunity: +35% Light radius: +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. |
Cuthadir (33-52.8 power, 2 apr) Cuthadir (33-52.8 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 40% Wil, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Str / +2 Dex / +5 Wil Changes damage: +9% physical Reduces incoming crit damage: 15.00% Stamina when hit: +2.00 Light radius: +2 Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Zubotha (78-124.8 power, 4 apr) Zubotha (78-124.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 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): +4 blight / +8 arcane Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +33 Physical crit. chance: +16.0% Damage when hit (Melee): 8 arcane / 12 blight Changes resistances penetration: +17% physical Changes damage: +3% blight Critical mult.: +23.00% Massive two-handed swords. |
stralite greatsword 'Chargeseam' (64.5-103.2 power, 3 apr) stralite greatsword 'Chargeseam' (64.5-103.2 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +4 lightning / +21 temporal / +24 nature When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes damage: +12% lightning Spell save: +6 (+0 eff.) Disarm immunity: +45% Spell crit. chance: +1% Massive two-handed swords. |
voratun greatsword 'Yvemissra' (63-100.8 power, 9 apr) voratun greatsword 'Yvemissra' (63-100.8 power, 9 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +84 insidious poison / +12 acid When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +4 Dex / +5 Wil Changes damage: +18% physical Life regen: +0.60 Massive two-handed swords. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) It can be used to activate talent Rush (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 8 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. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 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% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 36 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Xuraldakira (47.5-66.5 power, 6 apr) Xuraldakira (47.5-66.5 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 / mace ; tier 5 Base power: 47.5 - 66.5 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: * 35% chance to daze at end of turn * 25% chance to put talents on cooldown When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 26 arcane resource burn Changes stats: +8 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +28% acid / +17% fire / +17% lightning / +16% cold Changes resistances penetration: +13% lightning Physical save: +26 (+1 eff.) Spell save: +33 (+2 eff.) Blunt and deadly. |
Aerymira (16.5-18.15 power, 40 apr, nature damage) Aerymira (16.5-18.15 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 calls for a summoner. Base power: 16.5 - 18.2 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: * 40% chance to cause random gloom When wielded/worn: Armour: +9 Changes stats: +3 Dex / +5 Con Changes resistances: +9% lightning Changes resistances penetration: +10% acid / +10% fire / +8% physical / +10% cold Changes damage: +12% acid / +14% fire / +14% physical / +15% cold Spell save: +15 (+1 eff.) Disease immunity: +20% Only die when reaching: -82.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
Arthyblek the living mindstar (17-18.7 power, 40 apr, nature damage) Arthyblek the 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 hates not to be wrathful. 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 stats: +5 Mag / +3 Wil / +7 Con Changes resistances penetration: +15% mind / +14% darkness Changes damage: +9% arcane / +24% mind / +25% darkness Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 See invisible: +9 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. |
Beeroddakor the Stormbraid (16-17.6 power, 40 apr, mind damage) Beeroddakor the Stormbraid (16-17.6 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. 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: * 20% chance to daze at end of turn When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind / 15 fire Changes stats: +5 Cun Changes resistances: +20% fire Changes resistances penetration: +5% nature / +19% fire Changes damage: +4% acid / +15% fire / +9% lightning Critical mult.: +16.00% Equilibrium when hit: +1.80 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. Carrionfiend (17-18.7 power, 40 apr, mind damage)Carrionfiend (17-18.7 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: 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% On weapon hit: * 54% chance to corrode armour by 30% Damage (Melee): +8 darkness / +16 nature Burst (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * Slows global speed by 40% Effects when hit in melee: * 17 arcane resource burn Damage when hit (Melee): 16 nature Changes stats: +0 Str / +0 Dex / +0 Mag / +0 Wil / +0 Cun / +0 Con Changes resistances: +9% acid / +10% arcane / +6% darkness Changes resistances penetration: +7% arcane Changes damage: +10% arcane / +6% darkness 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 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) 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. |
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 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Eclipsequench the vined mindstar (5-5.5 power, 18 apr, mind damage) Eclipsequench the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes resistances: +9% darkness Changes damage: +9% temporal / +4% mind / +28% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Eilinoyassra (13.5-14.85 power, 32 apr, nature damage) Eilinoyassra (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 13.5 - 14.9 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: Armour: +7 Fatigue: -4% Damage when hit (Melee): 16 ice / 11 fire Changes stats: +1 Wil / +4 Con Changes resistances: +6% fire / +10% cold Changes resistances penetration: +17% fire / +9% cold Changes damage: +12% fire / +16% cold Mindpower: +14 (+2 eff.) Mental crit. chance: +8% Infravision radius: +2 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. |
Eye of Winter (8-8.8 power, 18 apr, cold damage) Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 75% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
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% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +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 Lightning Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 194.41 to 583.22 lightning damage, and have a 54% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning 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. |
Gunydobar (16.5-18.15 power, 40 apr, mind damage) Gunydobar (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 has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. 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): +4 temporal Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 7 mind / 7 darkness Changes resistances: +3% temporal Changes damage: +17% lightning / +6% darkness / +13% fire / +21% mind / +14% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +14 (+2 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. |
Ivolebeth the living mindstar (15.5-17.05 power, 40 apr, mind damage) Ivolebeth the living mindstar (15.5-17.05 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 parasitic mindstar will draw strength from other psionic 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% Burst (radius 1) on hit: +12 arcane When wielded/worn: Changes stats: +6 Dex Changes resistances: +6% arcane Reduces incoming crit damage: 10.00% Spell save: +9 (+0 eff.) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +6.00 Maximum life: +97.00 Maximum hate: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +3 Life leech chance: +17% Life leech: +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. This item has been sent to the Item's Vault. |
Kindlelady the vined mindstar (6-6.6 power, 18 apr, mind damage) Kindlelady the vined mindstar (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Armour: +0 Changes resistances: +2% blight / +0% fire / +4% nature Changes resistances penetration: +3% nature Changes damage: +2% acid / +4% nature / +3% light Talent mastery: +0.10 Wild-gift / Harmony Disease immunity: +12% Equilibrium when hit: +1.40 Vim when firing critical spell: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+0 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Lavawish the mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Lavawish the mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 2.5 - 2.8 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 mind Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +9% mind Changes resistances penetration: +25% mind Changes damage: +6% mind Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Mindpower: +2 (+0 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. |
Lighttitan the living mindstar (16.5-18.15 power, 40 apr, mind damage) Lighttitan 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. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. 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: Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +9% cold / +5% arcane / +12% darkness Changes damage: +15% lightning / +25% fire / +9% light / +23% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Blindness immunity: +15% Disarm immunity: +30% Knockback immunity: +10% Teleport immunity: +15% 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 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 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. This item has been sent to the Item's Vault. |
Rootimmortal (17.5-19.25 power, 40 apr, mind damage) Rootimmortal (17.5-19.25 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 frost should be returned to the wyrm. 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% On weapon hit: * 20% chance to cause random gloom When wielded/worn: Armour: +20 Damage when hit (Melee): 31 ice / 26 mind / 9 darkness Changes resistances: +38% cold Changes resistances penetration: +20% nature / +33% cold Changes damage: +24% cold / +7% mind / +8% darkness Mental save: +10 (+2 eff.) Maximum psi: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +14% 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 has been sent to the Item's Vault. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 70% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 389.36 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Shimmerquick the thorny mindstar (9-9.9 power, 24 apr, mind damage) Shimmerquick the thorny mindstar (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 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: Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * Slows global speed by 5% Changes resistances: +15% acid / +6% fire / +3% temporal Changes damage: +4% nature / +6% lightning Spell save: +10 (+0 eff.) 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. |
Sunblack (16-17.6 power, 40 apr, nature damage) Sunblack (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 mindstar projects psionic energy if enough is absorbed. The natural wyrm seeks an element. 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% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 10 lightning / 8 physical / 10 cold / 10 fire / 10 acid Changes stats: +5 Wil Changes resistances: +9% lightning / +10% physical / +12% darkness / +9% fire / +10% acid / +9% cold Changes resistances penetration: +10% lightning / +5% light Changes damage: +22% lightning / +23% fire / +3% light / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Physical save: +10 (+0 eff.) Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +2 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 has been sent to the Item's Vault. |
Urthyndil the living mindstar (16-17.6 power, 43 apr, nature damage) Urthyndil the living mindstar (16-17.6 power, 43 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 projects psionic energy if enough is absorbed. This honing mindstar will focus other psionic mindstars. 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: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +9% lightning / +12% physical Changes resistances penetration: +10% physical Changes damage: +20% lightning / +10% physical / +19% cold / +25% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Teleport immunity: +15% Only die when reaching: -40.00 life Maximum stamina: +10.00 Mindpower: +22 (+4 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. |
hateful living mindstar of balance (15.5-17.05 power, 40 apr, mind damage) hateful living mindstar of balance (15.5-17.05 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 hates not to be wrathful. 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% When wielded/worn: Changes resistances penetration: +15% mind / +13% darkness Changes damage: +23% mind / +20% darkness Physical save: +10 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +1.80 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 has been sent to the Item's Vault. |
hateful living mindstar of frost (17-18.7 power, 40 apr, mind damage) hateful living mindstar of frost (17-18.7 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 hates not to be wrathful. 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: +8 Damage when hit (Melee): 14 ice Changes resistances: +8% cold Changes resistances penetration: +9% cold / +10% mind / +10% darkness Changes damage: +13% cold / +6% mind / +12% darkness 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. |
living mindstar 'Velodhelle' (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Velodhelle' (17.5-19.25 power, 40 apr, mind 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: Mind 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: +24 arcane When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +5% arcane Changes damage: +9% blight Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +39.00 Spellpower: +4 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of frost (9-9.9 power, 24 apr, nature damage) nature's thorny mindstar of frost (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 frost 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: Armour: +6 Damage when hit (Melee): 4 ice Changes resistances: +5% blight / +9% cold Changes resistances penetration: +9% cold Changes damage: +2% nature / +7% cold Disease immunity: +14% 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. |
This item will automatically be transmogrified when you leave the level. Getenik the Phlegmtide (41-57.4 power, 6 apr)Getenik the Phlegmtide (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 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 hit: * 54% chance to inflict 15% damage reduction * 20% chance to torment the target Damage (Melee): +20 nature When wielded/worn: Damage when hit (Melee): 12 acid / 27 nature / 20 darkness Changes resistances: +9% darkness Changes resistances penetration: +14% mind / +15% darkness Changes damage: +33% nature One-handed war axes. |
Sunslice (54.5-76.3 power, 8 apr) Sunslice (54.5-76.3 power, 8 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +7.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +7 Dex Changes resistances: +2% physical Changes resistances penetration: +10% fire Changes damage: +3% blight Critical mult.: +3.00% Maximum mana: +40.00 Maximum vim: +20.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% One-handed war axes. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 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 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 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 35% chance to evade melee and ranged attacks and 40 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. |
Erelomas ErelomasInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes damage: +15% mind Critical mult.: +25.00% Physical save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Murkwake MurkwakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Fatigue: -2% Changes stats: +4 Str / +4 Con Changes resistances penetration: +5% darkness Spell save: +5 (+0 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
Pitchraze the rough leather belt Pitchraze the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 4 lightning Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Physical save: +5 (+0 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Runyhir the Scumransom Runyhir the ScumransomCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +6% mind Changes resistances penetration: +10% nature Changes damage: +12% nature Spell save: +7 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Silata the Ichorraze Silata the IchorrazeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +7% acid / +6% temporal / +8% cold / +23% fire / +22% lightning A belt that goes around your waist. |
Staroracle the drakeskin leather belt Staroracle the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 16 darkness Changes resistances: +6% darkness Changes resistances penetration: +15% light Changes damage: +15% darkness / +12% fire Stealth bonus: +15 Light radius: +3 A belt that goes around your waist. |
Velutira the Blindhack Velutira the BlindhackInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% fire / +6% darkness / +6% light Changes resistances penetration: +5% light Spell save: +12 (+1 eff.) Life regen: +1.00 Healing mod.: +12% A belt that goes around your waist. |
drakeskin leather belt 'Starsweep' drakeskin leather belt 'Starsweep'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Changes stats: +4 Con Changes resistances: +9% acid / +6% darkness / +9% blight Physical save: +32 (+2 eff.) Mental save: +15 (+3 eff.) Mindpower: +18 (+3 eff.) Light radius: +1 A belt that goes around your waist. |
rough leather belt 'Taintwing' rough leather belt 'Taintwing'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 4 acid Changes resistances: +6% acid Changes resistances penetration: +15% acid / +15% nature Maximum life: +33.00 A belt that goes around your waist. |
Arthoharayon (1 def, 9 armour) Arthoharayon (1 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +9 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% acid / +6% cold / +5% arcane / +3% lightning Knockback immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branista the elven-silk cloak (3 def, 17 armour) Branista the elven-silk cloak (3 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +3 (+1 eff.) Effects on melee hit: * 31% chance to corrode armour by 30% Changes resistances: +6% acid / +30% cold Physical save: +9 (+0 eff.) Mental save: +31 (+6 eff.) Disease immunity: +15% Cut immunity: +10% Stun/Freeze immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyreldamira the linen cloak (1 def, 6 armour) Cyreldamira the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 mind Changes resistances: +9% blight / +11% cold Changes damage: +15% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsnaught (1 def, 0 armour) Deepsnaught (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +12% lightning / +6% temporal / +6% fire / +3% nature / +5% arcane Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getugorab the linen cloak (1 def, 0 armour) Getugorab the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str Critical mult.: +10.00% Maximum life: +33.00 Maximum stamina: +10.00 Mental crit. chance: +1% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveldanor the Stormbright (3 def, 13 armour) Iveldanor the Stormbright (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 36% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes resistances: +15% mind / +30% cold Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +18% darkness / +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searclamor (2 def, 9 armour) Searclamor (2 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +19% cold Changes resistances penetration: +20% fire Changes damage: +12% fire Grants telepathy: Dragon Humanoid/Orc Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Chargequeen' (2 def, 0 armour) cashmere cloak 'Chargequeen' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 8 light Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dreneg' (2 def, 7 armour) cashmere cloak 'Dreneg' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +12% acid / +11% cold Changes resistances penetration: +10% acid Changes damage: +12% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak (3 def, 0 armour) marshal's elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +6 Con Physical save: +15 (+1 eff.) Maximum life: +107.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beturathra (6 def, 6 armour) Beturathra (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +1% Changes resistances penetration: +10% physical Changes damage: +3% physical Infravision radius: +1 Healing mod.: +20% A pair of boots made of leather. |
Cloudsear (0 def, 10 armour) Cloudsear (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes resistances: +6% mind Changes resistances penetration: +25% lightning / +10% mind Changes damage: +9% mind Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashsting (0 def, 3 armour) Flashsting (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Changes resistances: +12% lightning / +6% temporal Changes resistances penetration: +5% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isligath (0 def, 11 armour) Isligath (0 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: -5% Changes resistances: +6% light / +6% temporal Physical save: +15 (+1 eff.) Pinning immunity: +20% Stun/Freeze immunity: +30% Stamina each turn: +0.60 Maximum life: +42.00 Movement speed: +10% A pair of boots made of leather. |
Natureburst (0 def, 3 armour) Natureburst (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances penetration: +15% nature Changes damage: +27% nature Maximum encumbrance: +31 Physical save: +8 (+0 eff.) A pair of boots made of leather. |
Porudhekira (0 def, 3 armour) Porudhekira (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +3% darkness / +6% cold Changes damage: +12% mind Stun/Freeze immunity: +5% Knockback immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunhash the pair of hardened leather boots (0 def, 3 armour) Sunhash the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind * 20% chance to disease Changes stats: +8 Lck / +5 Dex Changes resistances: +3% light / +9% blight Changes resistances penetration: +10% blight Changes damage: +6% light Stealth bonus: +8 A pair of boots made of leather. |
Tikan the pair of dwarven-steel boots (12 def, 10 armour) Tikan the pair of dwarven-steel boots (12 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: +3.0% Armour: +10 Defense: +12 (+3 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +3% Changes stats: +3 Dex Critical mult.: +12.00% Life regen: +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakshine (0 def, 13 armour) Bleakshine (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical crit. chance: +17.0% Armour: +13 Damage (Melee): 15 physical Changes stats: +8 Cun / +5 Dex Changes resistances: +3% darkness Changes resistances penetration: +5% darkness / +10% mind Changes damage: +12% mind / +10% physical Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duathelhack (0 def, 3 armour) Duathelhack (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 nature Changes stats: +5 Str / +9 Dex / +5 Wil / +9 Cun / +5 Con Changes resistances: +9% nature / +3% darkness Changes resistances penetration: +20% blight Changes damage: +11% nature Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Spell save: +10 (+0 eff.) Disarm immunity: +49% Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fulidar (0 def, 1 armour) Fulidar (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: +5 (+1 eff.) Armour: +1 Changes resistances: +12% lightning Physical save: +5 (+0 eff.) Mental save: +5 (+1 eff.) Poison immunity: +10% Cut immunity: +20% Disarm immunity: +22% Stun/Freeze immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Glorita the Burnspitter (0 def, 7 armour) Glorita the Burnspitter (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +3% fire Changes damage: +3% light / +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlemortal (0 def, 1 armour) Kindlemortal (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Effects on melee hit: * 15% chance to blind Changes stats: +3 Dex / +4 Cun / +1 Con Changes damage: +3% light Infravision radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Neramina (0 def, 8 armour) Neramina (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +6% acid / +6% nature / +3% darkness Disease immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Stamina each turn: +0.90 Maximum stamina: +19.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Shinequeller the dwarven-steel gauntlets (0 def, 9 armour) Shinequeller the dwarven-steel gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 7 physical Changes stats: +2 Str / +1 Wil / +4 Cun Changes damage: +6% light / +5% physical Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 261.88 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Toxinwilder the voratun gauntlets (0 def, 3 armour) Toxinwilder the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 10 arcane resource burn Damage (Melee): 13 fire Changes stats: +4 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +9% fire / +3% light / +9% temporal Changes resistances penetration: +5% nature Changes damage: +9% fire Talent cooldown: Double Strike (-1 turn) Physical save: +43 (+2 eff.) Spell save: +31 (+2 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +43% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Veledann the drakeskin leather gloves (0 def, 9 armour) Veledann the drakeskin leather gloves (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Fatigue: -4% Damage (Melee): 14 nature Changes stats: +5 Str / +8 Wil / +5 Con Changes resistances: +10% nature / +6% light Changes damage: +10% nature Talent mastery: +0.20 Technique / Grappling Poison immunity: +10% Cut immunity: +10% Disarm immunity: +47% Stun/Freeze immunity: +5% Teleport immunity: +10% Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.29 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emuriwen the Loammaster (0 def, 3 armour) Emuriwen the Loammaster (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% light / +12% darkness Changes damage: +15% nature Grants telepathy: Dragon Light radius: +3 Infravision radius: +3 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Ivoba the Blasttreason (0 def, 3 armour) Ivoba the Blasttreason (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 light Changes resistances: +6% light / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +6% light Physical save: +10 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Khelurim (0 def, 8 armour) Khelurim (0 def, 8 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: +8 Fatigue: +4% Damage when hit (Melee): 8 arcane / 7 physical Changes stats: +6 Str / +3 Dex / +3 Cun / +6 Con Changes resistances: -11% light Changes resistances penetration: +15% arcane Confusion immunity: +5% Life regen: +3.30 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 1105.6 Physical damage. If the attack hits, the target is confused (44% 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. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Radhevor (0 def, 10 armour) Radhevor (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +10 Fatigue: +4% Changes stats: +4 Str / +4 Dex / +3 Cun Physical save: +20 (+1 eff.) Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.00 Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Veluriaba (2 def, 0 armour) Veluriaba (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +2 Str / +6 Mag / +2 Wil Changes resistances: +10% lightning / +8% temporal Infravision radius: +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Scorchstun' (2 def, 0 armour) cashmere wizard hat 'Scorchstun' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +30% lightning / +6% fire / +6% temporal Changes damage: +12% lightning / +12% fire Spell save: +3 (+0 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Neramiwyn' (0 def, 5 armour) drakeskin leather cap 'Neramiwyn' (0 def, 5 armour)Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Wil / +4 Cun Changes resistances: +12% mind / +6% darkness Grants telepathy: Dragon Physical save: +39 (+2 eff.) Stun/Freeze immunity: +55% Mental crit. chance: +2% A cap made of leather. This item has been sent to the Item's Vault. |
dwarven-steel helm 'Galewill' (0 def, 4 armour) dwarven-steel helm 'Galewill' (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 inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +4 Wil Changes resistances: +7% blight Changes damage: +9% darkness / +27% lightning Mental save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Gleambright' (0 def, 5 armour) voratun helm 'Gleambright' (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: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 acid Changes resistances: +30% acid / +34% fire / +25% lightning / +38% cold Changes resistances penetration: +5% light Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+3 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. |
fortifying voratun plate armour of the dragon (9 def, 16 armour) fortifying voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +11 Con Changes resistances: +14% acid / +9% physical / +11% cold / +15% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +26% Knockback immunity: +26% Maximum life: +80.00 A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 240 block) Blightstopper (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+2 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 15 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
agate 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. |
2276 alchemist agate 2276 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. |
3 onyx 3 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. |
5 aquamarine 5 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+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. |
7 topaz 7 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 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tedas the dwarven-steel pickaxe (dig speed 12 turns) Tedas the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Changes stats: +7 Str Changes resistances: +3% temporal / +3% fire Critical mult.: +3.00% Spell save: +20 (+1 eff.) Life regen: +0.60 Maximum life: +27.00 Maximum stamina: +21.00 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 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
3 turquoise 3 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Alaneg the brass lantern Alaneg the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Dex / +6 Wil Grants telepathy: Humanoid/Orc Light radius: +4 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. |
Blackgrinder the brass lantern Blackgrinder the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +1 Str / +3 Wil / +4 Con Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Daywolf the dwarven lantern Daywolf the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 38% chance to blind * 51% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% mind / +18% light Changes resistances penetration: +25% light Changes damage: +6% temporal Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Gonor the alchemist's lamp Gonor the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +4 Damage when hit (Melee): 20 physical Changes stats: +2 Str / +4 Wil Changes resistances: +2% physical Maximum stamina: +25.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Layoldatha the brass lantern Layoldatha the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +3 Con Changes resistances: +2% physical Physical save: +6 (+0 eff.) Life regen: +0.20 Stamina each turn: +0.20 Light radius: +2 Healing mod.: +10% 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. |
Shineprophet ShineprophetInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light Changes damage: +9% mind Mental save: +6 (+1 eff.) Light radius: +4 See stealth: +7 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Silowen SilowenInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes stats: +6 Con Changes resistances: +6% temporal / +6% darkness / +15% blight / +6% fire / +5% arcane / +9% light Spell save: +39 (+2 eff.) Life regen: +6.40 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 (146 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Drineg' alchemist's lamp 'Drineg'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight / +6% darkness / +3% nature / +12% light Physical save: +8 (+0 eff.) Spell save: +20 (+1 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Glitterswift' alchemist's lamp 'Glitterswift'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +20% light Changes resistances penetration: +20% light Changes damage: +15% light Blindness immunity: +32% Confusion immunity: +21% Light radius: +8 See stealth: +16 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of the moons ethereal dwarven lantern of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +8% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Spellpower: +12 (+1 eff.) Light radius: +6 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 73.17 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.3 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 26 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 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." |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
7 bloodstone 7 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. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 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 122 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 678.07 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 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. |
Isloba [power 3] (8/6 cooldown) Isloba [power 3] (8/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% darkness / +5% arcane Spell save: +9 (+0 eff.) Blindness immunity: +30% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
Emovea [power 2] (8/6 cooldown) Emovea [power 2] (8/6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +3 Cun Changes resistances penetration: +20% blight Mental save: +18 (+3 eff.) Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove up to 2 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+0 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Kindlereeve the dragonbone totem of cure ailments [power 5] (8/6 cooldown) Kindlereeve the dragonbone totem of cure ailments [power 5] (8/6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to blind * 15% chance to inflict 15% damage reduction Changes resistances: +15% light Changes resistances penetration: +15% darkness Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +4 Rushing Claws Light radius: +3 It can be used to remove up to 5 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. |
elm totem of thorny skin 'Gloomhunt' [power 17] (8/12 cooldown) elm totem of thorny skin 'Gloomhunt' [power 17] (8/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +5% darkness / +5% acid Changes damage: +3% acid / +18% darkness It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
8 diamond 8 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. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 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. |
8 pearl 8 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. |
4 quartz 4 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
3 zircon 3 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Rincewind the Cornac Possessor level 37
31st Regrowth 123rd year of Ascendancy at 02:55 see stats
By Rincewind the Cornac Possessor level 29
71st Haze 122nd year of Ascendancy at 15:34 see stats
By Rincewind the Cornac Possessor level 36
23rd Regrowth 123rd year of Ascendancy at 15:11 see stats
By Rincewind the Cornac Possessor level 19
70th Dusk 122nd year of Ascendancy at 20:08 see stats
By Rincewind the Cornac Possessor level 46
79th Pyre 123rd year of Ascendancy at 03:40 see stats
By Rincewind the Cornac Possessor level 50
12nd Dusk 123rd year of Ascendancy at 12:55 see stats
By Rincewind the Cornac Possessor level 43
77th Pyre 123rd year of Ascendancy at 17:51 see stats
By Rincewind the Cornac Possessor level 43
75th Pyre 123rd year of Ascendancy at 00:35 see stats
By Rincewind the Cornac Possessor level 13
25th Dusk 122nd year of Ascendancy at 13:34 see stats
By Rincewind the Cornac Possessor level 43
75th Pyre 123rd year of Ascendancy at 10:40 see stats
By Rincewind the Cornac Possessor level 39
26th Pyre 123rd year of Ascendancy at 00:03 see stats
By Rincewind the Cornac Possessor level 36
27th Regrowth 123rd year of Ascendancy at 20:44 see stats
By Rincewind the Cornac Possessor level 24
57th Haze 122nd year of Ascendancy at 08:24 see stats
By Rincewind the Cornac Possessor level 25
58th Haze 122nd year of Ascendancy at 08:25 see stats
By Rincewind the Cornac Possessor level 29
76th Haze 122nd year of Ascendancy at 19:05 see stats
By Rincewind the Cornac Possessor level 50
42nd Dusk 123rd year of Ascendancy at 22:34 see stats
By Rincewind the Cornac Possessor level 29
71st Haze 122nd year of Ascendancy at 14:19 see stats
By Rincewind the Cornac Possessor level 50
12nd Dusk 123rd year of Ascendancy at 15:37 see stats
By Rincewind the Cornac Possessor level 10
2nd Summertide 122nd year of Ascendancy at 21:56 see stats
By Rincewind the Cornac Possessor level 20
77th Dusk 122nd year of Ascendancy at 06:07 see stats
By Rincewind the Cornac Possessor level 30
78th Haze 122nd year of Ascendancy at 04:18 see stats
By Rincewind the Cornac Possessor level 40
39th Pyre 123rd year of Ascendancy at 16:29 see stats
By Rincewind the Cornac Possessor level 50
4th Flare 123rd year of Ascendancy at 05:43 see stats
By Rincewind the Cornac Possessor level 50
27th Dusk 123rd year of Ascendancy at 07:01 see stats
By Rincewind the Cornac Possessor level 16
57th Dusk 122nd year of Ascendancy at 18:50 see stats
By Rincewind the Cornac Possessor level 50
46th Dusk 123rd year of Ascendancy at 01:31 see stats
By Rincewind the Cornac Possessor level 50
25th Dusk 123rd year of Ascendancy at 23:02 see stats
By Rincewind the Cornac Possessor level 50
5th Dusk 123rd year of Ascendancy at 16:38 see stats
By Rincewind the Cornac Possessor level 20
77th Dusk 122nd year of Ascendancy at 14:33 see stats
By Rincewind the Cornac Possessor level 43
75th Pyre 123rd year of Ascendancy at 11:08 see stats
By Rincewind the Cornac Possessor level 50
46th Dusk 123rd year of Ascendancy at 01:29 see stats
By Rincewind the Cornac Possessor level 3
6th Mirth 122nd year of Ascendancy at 16:53 see stats
By Rincewind the Cornac Possessor level 10
16th Dusk 122nd year of Ascendancy at 08:38 see stats
By Rincewind the Cornac Possessor level 29
71st Haze 122nd year of Ascendancy at 15:34 see stats
By Rincewind the Cornac Possessor level 10
9th Dusk 122nd year of Ascendancy at 10:37 see stats
By Rincewind the Cornac Possessor level 30
9th Decay 122nd year of Ascendancy at 21:25 see stats
By Rincewind the Cornac Possessor level 27
69th Haze 122nd year of Ascendancy at 02:22 see stats
By Rincewind the Cornac Possessor level 19
61st Dusk 122nd year of Ascendancy at 13:09 see stats
By Rincewind the Cornac Possessor level 35
22nd Regrowth 123rd year of Ascendancy at 23:54 see stats
Log
Rincewind deactivates Psiblades.
Rincewind is moving less freely.
Rincewind stops burning.
Rincewind is no longer attuned.
Rincewind is no longer empowered.
Rincewind deactivates Kinetic Shield.
Rincewind deactivates Mind Link.
Rincewind deactivates Antimagic Shield.
Rincewind stops spinning fate.
Polylaith the crimson ooze (Psionic Minion) deactivates Psiblades.
Polylaith the crimson ooze (Psionic Minion) speeds up.
Polylaith the crimson ooze (Psionic Minion) deactivates Wild Growth.
Polylaith the crimson ooze (Psionic Minion) deactivates Mitosis.
Polylaith the crimson ooze (Psionic Minion) deactivates Shield Wall.
Polylaith the crimson ooze (Psionic Minion) is no longer attuned.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) stops surging mana.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) is free from the hex.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) speeds up.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) is no longer invisible.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) is free from the hex.
Forgery of Haze (Velota the elder vampire (Psionic Minion)) is not silenced anymore.
Velota the elder vampire (Psionic Minion) is no longer invisible.
Velota the elder vampire (Psionic Minion) deactivates Invisibility.
Velota the elder vampire (Psionic Minion) deactivates Shadow Combat.
Velota the elder vampire (Psionic Minion) is free from the ice.
Velota the elder vampire (Psionic Minion) is free from the hex.
Velota the elder vampire (Psionic Minion) is not silenced anymore.
Velota the elder vampire (Psionic Minion) stops surging mana.
Velota the elder vampire (Psionic Minion) deactivates Blur Sight.
Velota the elder vampire (Psionic Minion) is free from the hex.