
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Race Rebalancing Addon aka RACISM 1.4.6Rebalancing Almost Completely Inferior and Superior Mooks aka RACISM! More Yeti Muscle Rewards 1.4.6Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Constitution Viability Buff Addon 1.4.6Constitution now grants: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Horros Don't Walk 1.4.8An edit of the Worm's Don't Walk Addon, prevents Worms That Walk, Nightmare Horrors, and Dreaming Horrors from being spawned. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons
http://te4.org/games/addons/tome/more-exotic-weapons
- Effigy's Unlock Exotic Mastery
http://te4.org/games/addons/tome/unlock-exoticThanks to you guys. Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Escort Mastery Buff Addon 1.4.8Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Rogue Mobility 1.4.8Adds the Mobility Generic Tree to: Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 69 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Shadow at level 43 on the 16th Regrowth 123rd year of Ascendancy at 13:46 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 126 (base 79) |
| Dexterity | 141 (base 79) |
| Constitution | 87 (base 79) |
| Magic | 37 (base 37) |
| Willpower | 114 (base 79) |
| Cunning | 116 (base 79) |
Resources
| Life | 1154/1265 |
| Equilibrium | 50 |
| Psi | 618/642 |
| Healing Factor | 2.381 |
| Regeneration | 38.096 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +51.27769255664% |
| Spell | 0% |
| Global | +209.97506293607% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 64.988707727538 |
| See Invisible | 71.988707727538 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 283 |
| Accuracy | 88 |
| Crit Chance | 67% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 84 |
| Crit Chance | 65% |
| APR | 71 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15.5 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 109 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +10% |
| Mind | +35% |
| All | 0% |
| Darkness | +21% |
| Light | +6% |
| Arcane | +10% |
| Fire | +10% |
| Nature | +31% |
Offense: Damage Penetration
| Acid | +20% |
| Nature | +33% |
| Temporal | +10% |
| Physical | +25% |
| Arcane | +8% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (68.311688311688%) |
| Defense | 61 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 68 |
| Spell Save | 68 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 66%( 70%) |
| All | + 40%( 70%) |
| Mind | + 58%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 46%( 70%) |
| Physical | + 56%( 70%) |
| Darkness | + 63%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Pinning Resistance | 66% |
| Disarm Resistance | 100% |
| Bleed Resistance | 15% |
| Confusion Resistance | 15% |
| Knockback Resistance | 41% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Blind Resistance | 70% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -665 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 997% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 4/5 |
| Psionic / Possession | 1.50 |
| 6/5 |
| 3/5 |
| 6/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Solipsism | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Psionic / Deep horror | 1.30 |
| 5/5 |
| 2/5 |
| 6/5 |
| 5/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Psionic / Augmented striking | 1.30 |
| 5/5 |
| 2/5 |
| 6/5 |
| 4/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Battle psionics | 1.30 |
| 6/5 |
| 6/5 |
| 4/5 |
| 6/5 |
| Psionic / Body snatcher | 1.30 |
| 6/5 |
| 3/5 |
| 6/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 6/5 |
| 1/5 |
| 3/5 |
| Psionic / Ravenous mind | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Psionic / Mentalism | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 3/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 6/5 |
| 4/5 |
| 6/5 |
| 2/5 |
| Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Kinetic Aura |
| talent | Charged Aura |
| talent | Channel Pain |
| talent | Skate |
| talent | Antimagic Shield |
| talent | Elemental Harmony |
| talent | Augmentation |
| talent | Heartstart |
| talent | Force Shield |
| talent | Psionic Disruption |
| talent | Kinetic Shield |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| beneficial effect | Nullifies the next 4 detrimental mental effects. Clear Mind |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+40% global speed). Clarity |
| detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | You gain 55% resistance against fire. Resolve |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
| detrimental effect | The target is taking 57% of all damage dealt to other braided targets. Braided |
| beneficial effect | Increases global action speed by 70%. Speed |
| beneficial effect | Mindpower (raw) increased by 80. Sadist |
| beneficial effect | 56% chances to ignore damage and to retaliate with 380.31 mind damage. Psionic Block |
| beneficial effect | The target is regaining 4 life per turn and refreshing talents at twice the normal rate. Invigorate |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by Bethura the stone troll. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
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 hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2289. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed faerlhing fang. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed storm wyrm claw. * You've found the needed vial of greater demon bile. | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | orichalcum trident 'Galepanic' (52.5-84 power, 16 apr) =Potential=Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 176% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 temporal Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +19 Physical crit. chance: +16.0% Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning / +3% temporal / +14% all Changes resistances penetration: +21% nature / +10% temporal Critical mult.: +28.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| Quiver | Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Wil, 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| On hands | Bytovon the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 nature / 14 fire Changes stats: +5 Con Changes resistances: +6% acid / +10% fire / +10% nature Changes damage: +10% nature / +10% fire Physical save: +29 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +15% Cut immunity: +15% Disarm immunity: +50% Confusion immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Knockback immunity: +5% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | EmelerassraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Changes stats: +5 Str / +5 Dex / +16 Wil Critical mult.: +36.00% Reduces incoming crit damage: 10.00% Mental save: +13 (+3 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Light radius: +4 See stealth: +14 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Xyna the voratun helm (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% Changes stats: +6 Wil Changes resistances: +13% blight / +12% acid / +3% mind / +14% nature Changes resistances penetration: +20% acid / +15% mind Changes damage: +6% acid Physical save: +13 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +12 (+3 eff.) Maximum life: +84.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 26 power out of 21/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | stralite torque of psychoportation 'Xoda' [power 45] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +1 Cun Maximum wards: +8 physical / +8 mind / +9 darkness Changes damage: +12% mind Grants telepathy: Humanoid/Orc Talent granted: +3 Ward Maximum hate: +4.00 It can be used to teleport randomly (rad 45), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Glyta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +10 Cun / +4 Dex Changes resistances: +6% temporal / +3% darkness / +3% blight / +17% mind / +5% arcane Changes damage: +17% mind Spell save: +26 (+0 eff.) Life regen: +1.50 Maximum life: +86.00 Healing mod.: +20% Rings can have magical properties. |
| On fingers | Ereliruindur =The One Ring=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +10 Cun Changes resistances: +3% physical / +6% darkness / +3% light Spell save: +6 (+0 eff.) Mental save: +3 (+1 eff.) Disease immunity: +10% Disarm immunity: +50% Pinning immunity: +49% Stun/Freeze immunity: +25% Knockback immunity: +50% Life regen: +1.60 Hate when firing a critical mind attack: +2.00 Maximum life: +150.00 Maximum hate: +12.00 Healing mod.: +24% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | Xanorassra the Nightbutcher =Current=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Con Changes resistances: +6% fire / +24% light / +29% darkness Changes damage: +15% darkness Physical save: +5 (+0 eff.) Blindness immunity: +45% Life regen: +1.00 Maximum life: +35.00 Amulets can have magical properties. |
| In main hand | Goryredin the voratun waraxe (54-75.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +53 insidious poison Burst (radius 1) on hit: +8 mind When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% fire / +9% nature / +9% all Changes resistances penetration: +12% nature Maximum psi: +20.00 One-handed war axes. |
| Around waist | Islinn the DeepsweeperInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 light Changes stats: +6 Wil Changes resistances: +20% acid / +20% fire / +20% lightning / +20% cold Changes damage: +6% light / +6% darkness / +21% nature Mental save: +15 (+4 eff.) Maximum life: +109.00 A belt that goes around your waist. |
| In off hand | Runyhad the living mindstar (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. 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% Burst (radius 1) on hit: +8 mind When wielded/worn: Effects when hit in melee: * 19 arcane resource burn Changes stats: +3 Str / +7 Dex / +7 Wil / +12 Cun Changes resistances: +7% arcane / +9% physical Changes resistances penetration: +8% arcane / +10% physical Changes damage: +10% arcane / +10% physical Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 16 cooldown : Effective talent level: 5.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Gumirin the Undeathtyphoon (13 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 (+5 eff.) Defense: +13 (+4 eff.) Fatigue: -8% Damage when hit (Melee): 20 nature Changes resistances: +10% acid / +24% light / +6% blight / +36% fire / +10% lightning / +7% cold Stealth bonus: +15 Blindness immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +15% Maximum life: +101.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubiriawyn the reinforced leather armour (7 def, 7 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 33% Changes resistances: +17% acid / +15% physical / +19% lightning / +20% fire / +9% mind / +16% cold Changes resistances penetration: +15% physical Changes damage: +6% mind Critical mult.: +6.00% Mental save: +20 (+5 eff.) Life regen: +3.40 Maximum life: +88.00 Mindpower: +13 (+2 eff.) Healing mod.: +26% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 303)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 303 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+8 for 13 turns, die at -661) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -661 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. 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 (+7 for 13 turns, die at -633)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -633 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (673% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (549% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 332 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 701 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 557 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 557 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 22%; cure mental, 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 39%; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 38%; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 33%; cure magical)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% 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. |
wild infusion of the warrior (resist 23%; 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: 13 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 23% for 5 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. |
Rune of the Rift (606.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 606.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune (155 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 155.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 13; power 40; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bregizilakath the Pitchbreeze =Replace?=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 41% Damage when hit (Melee): 4 darkness Changes stats: +10 Cun Changes resistances: +30% blight / +6% cold / +36% nature / +39% lightning Changes resistances penetration: +5% darkness / +20% light Changes damage: +3% darkness Poison immunity: +50% Disease immunity: +50% Stun/Freeze immunity: +50% Amulets can have magical properties. |
Emelibeth the LightblightPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes resistances: +12% light Changes resistances penetration: +5% arcane Changes damage: +9% light / +17% physical Teleport immunity: +50% Light radius: +1 Combat speed: +20% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 8 turns. Amulets can have magical properties. |
Torumnir the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 temporal Changes stats: +8 Dex / +8 Cun / +8 Con Changes resistances: +9% blight / +11% physical / +32% temporal Changes resistances penetration: +5% temporal Changes damage: +6% blight Pinning immunity: +37% Knockback immunity: +47% Life regen: +0.60 Stamina each turn: +1.90 Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Morningcut'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +14 Lck Changes resistances: +19% blight / +18% nature / +9% mind Changes resistances penetration: +15% light Changes damage: +6% mind Physical save: +16 (+0 eff.) Spell save: +17 (+0 eff.) Mental save: +17 (+4 eff.) Poison immunity: +36% Disease immunity: +31% Light radius: +1 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
voratun amulet 'Nesus'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +1 Cun Changes resistances: +51% temporal Changes resistances penetration: +15% arcane Pinning immunity: +87% Knockback immunity: +72% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +3% Light radius: +1 Damage Shield penetration: +10% Amulets can have magical properties. |
NerelebethInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +23 (+5 eff.) Changes stats: +16 Str / +17 Con Changes resistances: +36% lightning Changes damage: +18% lightning Spell save: +3 (+0 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.solipsist's steel ring of nature (+28%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +28% nature Changes damage: +14% nature Mindpower: +9 (+2 eff.) Rings can have magical properties. |
voratun ring 'Anorand'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +21 Cun / +12 Mag Changes damage: +6% physical Physical save: +6 (+0 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +46% Life regen: +0.60 Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum hate: +15.00 Spellpower: +15 (+4 eff.) Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
voratun ring 'Gunykath'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +6 Damage when hit (Melee): 8 mind Changes stats: +1 Str Changes resistances: +15% nature / +16% blight Changes damage: +9% blight Physical save: +18 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +18 (+4 eff.) Poison immunity: +30% Disease immunity: +30% Life regen: +2.00 Maximum life: +92.00 Healing mod.: +35% Rings can have magical properties. |
voratun ring 'Silotta'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% blight / +34% cold / +3% light / +3% darkness Changes damage: +17% cold Critical mult.: +3.00% Spell save: +48 (+0 eff.) Life regen: +1.90 Maximum life: +100.00 Maximum stamina: +49.00 Healing mod.: +30% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced stralite battleaxe of massacre (64-96 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +17 (+5 eff.) Disarm immunity: +62% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel battleaxe of erosion (34-51 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal Burst (radius 2) on crit: +17 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thunderous steel battleaxe of nature (24.5-36.75 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% all Changes resistances penetration: +13% nature / +13% lightning Massive two-handed battleaxes. |
voratun battleaxe 'Glitterbreaker' (77.5-116.25 power, 4 apr) =The Crit=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.5 - 116.3 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +26 Physical crit. chance: +38.0% Effects on melee hit: * 30% chance to blind Changes stats: +1 Cun Changes resistances: +3% light Grants telepathy: Humanoid/Orc Critical mult.: +49.00% Mental save: +10 (+2 eff.) Equilibrium when hit: +0.04 Massive two-handed battleaxes. |
Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 91% Wil, 62% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 107% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+0 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger of massacre (19.5-25.35 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +30% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced iron dagger of torment (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Changes resistances penetration: +6% mind / +6% darkness Disarm immunity: +21% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's stralite dagger of massacre (37-48.1 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn On weapon crit: * burns latent spell energy Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel dagger of erosion (19-24.7 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +12 temporal / +11 mind / +12 nature When wielded/worn: Changes stats: +4 Cun / +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking iron dagger of evisceration (11-14.3 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes resistances penetration: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger of massacre (25-32.5 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 91% Wil, 51% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +17% Sharp, short and deadly. |
Bloomtrencher the voratun greatmaul (69.5-104.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 176% Wil 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: * disrupts spell-casting On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Burst (radius 1) on hit: +8 lightning Damage against: +42% Unnatural When wielded/worn: Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +21 (+5 eff.) Damage when hit (Melee): 28 nature Changes stats: +2 Dex Changes damage: +9% lightning Critical mult.: +28.00% Light radius: +4 Massive two-handed mauls. |
Eclipsehunter the voratun greatmaul (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 176% Wil 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: * 98% chance to daze at end of turn When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +11 Str / +11 Dex / +12 Mag / +15 Wil / +12 Cun / +21 Con Changes resistances penetration: +41% lightning / +21% physical / +25% arcane Changes damage: +6% darkness Disarm immunity: +49% Maximum mana: +100.00 Spell crit. chance: +6% Damage Shield penetration: +20% Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 188% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite greatsword of crippling (45-72 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.0 - 72.0 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +24 fire When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +13% fire Global speed: +7% Massive two-handed swords. |
dwarven-steel greatsword 'Bloomquarry' (51.5-82.4 power, 2 apr) =The Wall=Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 176% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Effects on melee hit: * Slows global speed by 30% Changes resistances: +14% acid / +12% fire / +17% lightning / +19% cold Changes resistances penetration: +5% fire / +10% physical Spell save: +13 (+0 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of ruin (34-54.4 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: 34.0 - 54.4 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Critical mult.: +23.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of massacre (48.5-77.6 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: 48.5 - 77.6 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatsword of the leech (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 176% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Damage when hit (Melee): 20 nature slow Changes resistances penetration: +16% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of nature (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +15 (+4 eff.) Changes resistances: +7% all Changes resistances penetration: +15% nature Disarm immunity: +50% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.caustic steel longsword of the leech (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour by 30% * Slows global speed by 11% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 11 nature slow Changes resistances penetration: +9% acid Life regen: +1.10 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel longsword 'Scaldbreaker' (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 insidious poison Burst (radius 1) on hit: +12 arcane When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 arcane / 12 temporal Changes resistances: +15% fire Changes resistances penetration: +15% temporal Changes damage: +9% mind / +24% temporal Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous steel longsword of nature (16-22.4 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% all Changes resistances penetration: +9% lightning / +9% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Brightire' (47-65.8 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature / +19 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +27 Physical crit. chance: +14.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 physical Changes stats: +1 Str Changes resistances: +9% fire / +7% arcane / +6% darkness Changes resistances penetration: +12% physical Critical mult.: +29.00% Spell save: +6 (+0 eff.) Maximum life: +30.00 Healing mod.: +20% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Xanoyawen' (45.5-63.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 12 arcane Changes stats: +3 Wil / +5 Con Changes resistances: +7% arcane / +10% all Changes resistances penetration: +15% nature / +15% physical See invisible: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Blindobsidian the living mindstar (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 sand should be returned to the wyrm. This psionic mindstar dreams of an epiphany. Base power: 17.5 - 19.3 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): +12 mind When wielded/worn: Damage when hit (Melee): 20 physical / 24 arcane / 8 darkness Changes stats: +8 Wil Changes resistances: +24% mind / +17% physical Changes resistances penetration: +20% physical / +5% darkness / +25% mind Changes damage: +6% arcane / +20% physical Physical save: +8 (+0 eff.) Mental save: +10 (+2 eff.) Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 28 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dradunarek the living mindstar (17-18.7 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 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: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to corrode armour by 30% Damage (Melee): +8 temporal When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 4 arcane / 4 blight Changes stats: +8 Cun Changes resistances: +12% blight / +9% acid Critical mult.: +25.00% Life regen: +1.70 Maximum life: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mardanarithad the living mindstar (17-18.7 power, 40 apr, nature damage) =50% 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 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 Cun / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +29% mind / +30% darkness Changes damage: +50% mind / +41% darkness Reduces incoming crit damage: 10.00% Physical save: +16 (+0 eff.) Spell save: +6 (+0 eff.) Blindness immunity: +25% Disease immunity: +10% Disarm immunity: +10% 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. |
Obsidianwalker the living mindstar (16.5-18.15 power, 40 apr, mind damage) =47% 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 darkness Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Dex Changes resistances: +12% darkness / +2% physical Changes damage: +25% lightning / +25% fire / +47% mind / +22% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +3.00% Mindpower: +20 (+4 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. |
Tarradunachik the Filthblast (17-18.7 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 honing mindstar will focus other psionic mindstars. 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% Damage (Melee): +12 nature Burst (radius 1) on hit: +12 nature When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +9% nature / +16% physical Changes resistances penetration: +10% nature / +14% physical Changes damage: +16% physical Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xumira the Lustrerupture (17-18.7 power, 40 apr, mind damage) =Res=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 venom should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. 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% Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 light / +8 blight When wielded/worn: Damage when hit (Melee): 20 acid / 10 mind / 10 darkness Changes stats: +5 Wil Changes resistances: +25% lightning / +24% fire / +13% acid / +25% cold Changes resistances penetration: +20% acid Changes damage: +20% acid / +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Spell save: +6 (+0 eff.) Life regen: +2.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.honing mossy mindstar of flames (2-2.2 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 natural fire should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 2.0 - 2.2 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% When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Cun / +2 Wil Changes resistances: +4% physical / +8% fire Changes resistances penetration: +4% physical / +7% fire Changes damage: +4% physical / +6% fire Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Global speed: +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 will automatically be transmogrified when you leave the level.inquisitor's vined mindstar of nightfall (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 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: * 16 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +11% darkness Changes resistances penetration: +7% darkness Changes damage: +6% arcane / +11% darkness Talent mastery: +0.20 Cursed / Darkness Spell save: +5 (+0 eff.) Blindness immunity: +16% 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. |
living mindstar 'Velida' (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 hates not to be wrathful. This mindstar will resonate with other psionic mindstars. 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: Changes stats: +5 Wil Changes resistances: +6% mind Changes resistances penetration: +35% mind / +13% darkness Changes damage: +28% mind / +22% darkness Critical mult.: +10.00% Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.10 Psi when hit: +2.58 Mindpower: +10 (+2 eff.) Mental crit. chance: +11% Damage Resonance (when hit): +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 will automatically be transmogrified when you leave the level.vined mindstar of venom (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 4.0 - 4.4 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% When wielded/worn: Damage when hit (Melee): 11 acid Changes resistances: +11% acid Changes resistances penetration: +9% acid Changes damage: +11% acid Life regen: +1.00 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. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.Yvynn the Serpentripper (30-36 power, 6 apr, light element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage Shield penetration (this weapon only): +60% Damage (Melee): +12 physical When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Defense: +27 (+7 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +2 Str / +7 Con Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+0 eff.) Life regen: +2.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +28% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.bloodlich's elm starstaff of might (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +10% light Talent granted: +1 Command Staff Critical mult.: +14.00% Vim when firing critical spell: +4.00 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Dagidor' (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 35 fire Changes stats: +9 Mag / +10 Cun / +10 Con Changes resistances: +6% nature / +3% physical Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +67.00% Confusion immunity: +10% Pinning immunity: +5% Mana each turn: +0.38 Vim when firing critical spell: +8.00 Maximum mana: +100.00 Maximum vim: +48.00 Maximum neg.energy: +50.00 Spellpower: +29 (+6 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding ash starstaff of protection (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +8% light Changes damage: +15% light Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +2% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
Hettumaran (53.5-85.6 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 176% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 91% On weapon hit: * 48% chance to corrode armour by 30% Burst (radius 2) on crit: +8 physical When wielded/worn: Armour penetration: +37 Physical crit. chance: +40.0% Changes resistances penetration: +20% acid / +5% physical Critical mult.: +56.00% Life regen: +4.00 Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
Radhevon (73-116.8 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 73.0 - 116.8 Uses stat: 176% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 91% Burst (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +14 Armour: +2 Changes stats: +9 Str / +1 Wil Changes resistances penetration: +20% physical Changes damage: +37% physical Physical save: +26 (+0 eff.) Poison immunity: +5% Stamina when hit: +4.00 Maximum hate: +4.00 Mental crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident 'Aerylin' (54-86.4 power, 16 apr) =All Res=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 176% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 42% chance to disease Damage (Melee): +4 blight Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +42 (+8 eff.) Armour penetration: +21 Changes stats: +10 Dex Changes resistances: +14% all Changes resistances penetration: +20% physical / +19% nature / +10% arcane Changes damage: +18% blight A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe of shearing (18-25.2 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 154% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% physical Changes damage: +11% physical One-handed war axes. |
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. |
Duskpeal the elven-silk cloak (3 def, 13 armour) =Current=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +7 Dex / +2 Wil / +6 Cun / +6 Con Changes resistances: +22% cold / +6% light / +9% darkness Grants telepathy: Humanoid/Orc Physical save: +15 (+0 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silolaith (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 10% chance to disease Changes stats: +4 Str / +4 Con Changes resistances: +10% acid / +10% fire / +6% arcane / +35% blight / +10% cold / +20% nature / +9% lightning Changes resistances penetration: +15% blight Life regen: +3.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belolaith the silk robe (12 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Str / +6 Mag / +8 Wil Changes resistances: +9% lightning / +13% cold / +16% mind / +25% darkness Changes damage: +15% lightning / +11% physical / +12% cold Physical save: +39 (+0 eff.) Spell save: +17 (+0 eff.) Mental save: +48 (+12 eff.) Pinning immunity: +15% Teleport immunity: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe of power (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag Changes resistances penetration: +11% temporal / +11% physical Changes damage: +14% physical / +13% temporal / +14% all Spellpower: +16 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +12 Mag / +11 Wil Silence immunity: +38% Mana each turn: +0.27 Psi each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Life regen: +5.10 Maximum life: +80.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Noontitan (6 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% temporal / +6% light / +9% blight / +6% darkness / +3% nature / +5% arcane Changes resistances penetration: +10% light Maximum encumbrance: +38 Physical save: +11 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Xanuma (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 blight Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun / +4 Con Changes resistances: +3% acid Changes resistances penetration: +5% blight Changes damage: +3% blight Grants telepathy: Dragon Critical mult.: +20.00% Equilibrium when hit: +0.12 Maximum psi: +10.00 It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+0 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 229.90 arcane damage and stunned), costing 51 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Armour: +2 Changes stats: +7 Cun / +7 Dex It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.heroic dwarven-steel gauntlets of strength (+4) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +7 Changes stats: +4 Str Mental save: +11 (+3 eff.) Maximum life: +64.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Khelefast the voratun helm (12 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +8 Physical power: +8 (+2 eff.) Armour: +9 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 physical Changes stats: +5 Dex / +15 Cun / +2 Con Changes resistances: +17% light / +20% darkness Changes resistances penetration: +10% physical Changes damage: +12% physical / +9% temporal Physical save: +9 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malimnir (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +9 Str / +8 Con Changes resistances: +17% cold Changes damage: +6% arcane Allows you to breathe in: water Maximum vim: +40.00 A cap made of leather. |
Tarremadan the drakeskin leather cap (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +11% acid / +3% physical / +15% lightning / +19% cold / +15% fire / +6% nature / +7% all Changes damage: +15% mind Physical save: +15 (+0 eff.) Teleport immunity: +15% A cap made of leather. |
drakeskin leather cap 'Searcast' (19 def, 20 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +20 Defense: +19 (+5 eff.) Fatigue: +5% Effects on melee hit: * 24 arcane resource burn Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +6% lightning / +6% light / +6% blight / +6% cold / +9% nature / +7% all Changes damage: +3% fire Physical save: +15 (+0 eff.) Infravision radius: +4 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Samadeleg the voratun mail armour (5 def, 33 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +33 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 light Changes stats: +7 Str / +8 Wil / +7 Con Changes resistances: +22% blight / +4% physical / +27% darkness / +12% fire Reduces incoming crit damage: 22.00% Mental save: +20 (+5 eff.) Stun/Freeze immunity: +15% Maximum life: +97.00 Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening iron mail armour of command (9 def, 9 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +12% Changes stats: +7 Cun / +5 Wil Mental save: +26 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying iron mail armour of Eyal (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Life regen: +1.60 Maximum life: +93.00 Healing mod.: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Con Changes resistances: +27% cold Maximum life: +71.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of the deep (5 def, 15 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +13% acid / +10% cold Allows you to breathe in: water Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of mail. |
Adoth (5 def, 23 armour) =Future Piece?=Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 8 fire Changes stats: +7 Cun / +8 Wil Changes resistances: +12% acid / +30% fire / +10% mind / +30% physical Reduces incoming crit damage: 10.00% Spell save: +6 (+0 eff.) Mental save: +67 (+16 eff.) Cut immunity: +10% Stun/Freeze immunity: +25% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+0 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
This item will automatically be transmogrified when you leave the level.Strikecrack (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 44% chance to daze at end of turn Changes stats: +2 Str / +13 Wil / +9 Cun Changes resistances: +10% mind / +6% light Changes damage: +27% lightning Critical mult.: +20.00% Spell save: +6 (+0 eff.) Mental save: +49 (+12 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of Toknor (15 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +18 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex Critical mult.: +20.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of thunder (15 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+5 eff.) Armour: +18 Defense: +15 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun Changes resistances: +20% lightning Spellpower: +20 (+5 eff.) Spell crit. chance: +10% Mindpower: +22 (+4 eff.) Mental crit. chance: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.volcanic cured leather armour of alacrity (2 def, 13 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +18% fire / +17% physical Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Galequell (9 def, 16 armour) =Kaom's Heart=Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 37% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +7 Str / +3 Dex / +7 Con Changes resistances: +9% acid / +6% arcane Life regen: +8.00 Maximum life: +264.00 Infravision radius: +2 Healing mod.: +60% A suit of armour made of metal plates. |
Satyrwild the voratun plate armour (23 def, 23 armour) =Dat Res=Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +23 (+6 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 37% Changes stats: +5 Str / +6 Cun / +6 Con Changes resistances: +14% acid / +15% physical / +15% lightning / +13% fire / +9% nature / +42% cold Changes resistances penetration: +15% arcane / +5% nature Changes damage: +15% darkness Talent cooldown: Rush (-5 turns) Mental save: +25 (+6 eff.) Disarm immunity: +37% Stun/Freeze immunity: +40% Knockback immunity: +35% A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level.corrosive steel shield of radiance (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to corrode armour by 30% * 22% chance to blind Changes stats: +3 Mag / +8 Con Changes resistances: +12% acid / +14% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.living voratun shield of earthen fury (12 def, 18 armour, 199 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 17 nature Changes resistances: +20% blight / +20% physical / +20% nature Talent granted: +5 Block Maximum life: +110.00 Handheld deflection devices. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 119% Wil, 57% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
12 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. |
2137 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 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. |
7 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. |
4 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 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glintmonster (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances: +10% physical / +12% light / +6% fire Changes resistances penetration: +5% fire Changes damage: +12% light / +3% fire Maximum life: +40.00 Maximum stamina: +30.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
7 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 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. |
dwarven lantern 'Layovea'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Wil / +9 Con Changes resistances: +42% blight Changes damage: +3% arcane Spell save: +9 (+0 eff.) Life regen: +12.50 Vim when firing critical spell: +3.00 Maximum life: +80.00 Maximum mana: +60.00 Maximum vim: +20.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Squalorsweep'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +9% nature / +3% mind Changes resistances penetration: +10% nature Changes damage: +3% mind Blindness immunity: +45% Confusion immunity: +24% Maximum life: +65.00 Light radius: +12 See stealth: +19 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 3.6 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 103 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Blastbreak (60/60, 67.5-81 power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 40% Wil, 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +7.0% Capacity: 60 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to disease * 40% chance to daze at end of turn * 55% chance to cause random gloom * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +21 darkness / +20 temporal / +20 physical Burst (radius 1) on hit: +4 lightning / +4 blight Burst (radius 2) on crit: +4 lightning / +16 blight Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Blastclash (22/54, 66-79.2 power, 21 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.0 - 79.2 Uses stats: 40% Wil, 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +20.0% Capacity: 54 Turns elapse between self-loadings: 2 On weapon hit: * 59% chance to daze at end of turn * 15% chance to disease On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +20 blight / +12 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful pouch of iron shots of annihilation (18/18, 17.5-21 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 17.5 - 21.0 Uses stats: 40% Wil, 129% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +8.0% Capacity: 18 Travel speed: +200% Damage (Ranged): +10 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.supercharged dwarven-steel torque of psychoportation [power 54] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 54), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 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. |
3 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. |
5 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. |
8 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. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shadow the Cornac Possessor level 39
33rd Haze 122nd year of Ascendancy at 08:15 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Shadow the Cornac Possessor level 14
46th Dusk 122nd year of Ascendancy at 20:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Shadow the Cornac Possessor level 13
24th Dusk 122nd year of Ascendancy at 19:52 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Shadow the Cornac Possessor level 38
69th Dusk 122nd year of Ascendancy at 18:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shadow the Cornac Possessor level 34
67th Dusk 122nd year of Ascendancy at 21:21 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shadow the Cornac Possessor level 39
50th Haze 122nd year of Ascendancy at 17:54 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shadow the Cornac Possessor level 39
33rd Haze 122nd year of Ascendancy at 10:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shadow the Cornac Possessor level 10
2nd Dusk 122nd year of Ascendancy at 12:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shadow the Cornac Possessor level 20
54th Dusk 122nd year of Ascendancy at 17:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shadow the Cornac Possessor level 30
66th Dusk 122nd year of Ascendancy at 03:17 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Shadow the Cornac Possessor level 40
50th Haze 122nd year of Ascendancy at 20:41 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Shadow the Cornac Possessor level 50
47th Regrowth 123rd year of Ascendancy at 08:57 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shadow the Cornac Possessor level 9
3rd Summertide 122nd year of Ascendancy at 23:26 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Shadow the Cornac Possessor level 61
78th Regrowth 123rd year of Ascendancy at 23:34 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Shadow the Cornac Possessor level 56
51st Regrowth 123rd year of Ascendancy at 17:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shadow the Cornac Possessor level 33
67th Dusk 122nd year of Ascendancy at 12:08 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By Shadow the Cornac Possessor level 43
16th Regrowth 123rd year of Ascendancy at 13:46 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shadow the Cornac Possessor level 7
1st Mirth 122nd year of Ascendancy at 08:29 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shadow the Cornac Possessor level 39
33rd Haze 122nd year of Ascendancy at 08:15 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Shadow the Cornac Possessor level 53
49th Regrowth 123rd year of Ascendancy at 01:21 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Shadow the Cornac Possessor level 67
17th Pyre 123rd year of Ascendancy at 18:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shadow the Cornac Possessor level 25
59th Dusk 122nd year of Ascendancy at 22:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shadow the Cornac Possessor level 19
54th Dusk 122nd year of Ascendancy at 15:31 see stats
Log
Psionic Block hits Armoured skeleton warrior for (169 absorbed), 345 mind (345 total damage).
Shadow's Beyond the Flesh hits Skeleton warrior for 26 fire, 8 temporal, 8 temporal, 26 fire (69 total damage).
Shadow's Beyond the Flesh hits Ghoulking for 26 fire, 8 temporal, 8 temporal, 397 physical, 8 temporal, 0 arcane, 15 fire, 20 nature, 4 physical, 26 fire, 30 physical, 14 lightning, 8 temporal (565 total damage).
Shadow's Beyond the Flesh hits Skeleton mage for (618 absorbed), 614 physical, 8 temporal, 22 arcane, 15 fire, 13 nature, 4 physical, 26 fire, 8 temporal, 30 physical, 27 lightning, 26 fire, 8 temporal, 26 fire, 26 fire, 8 temporal (864 total damage).
Shadow's Beyond the Flesh hits Skeleton warrior for 26 fire, 8 temporal, 26 fire, 8 temporal, 26 fire, 26 fire, 8 temporal (130 total damage).
Shadow's Beyond the Flesh hits Armoured skeleton warrior for (26 absorbed), 0 fire, (8 absorbed), 0 temporal, (383 absorbed), 0 physical, (8 absorbed), 0 temporal, 0 arcane, (15 absorbed), 0 fire, (20 absorbed), 0 nature, (4 absorbed), 0 physical, (26 absorbed), 0 fire, (8 absorbed), 0 temporal, 0 arcane, 30 physical, 27 lightning, 26 fire, 8 temporal (92 total damage).
Shadow's Beyond the Flesh hits Skeleton master archer for (26 absorbed), 0 fire, (8 absorbed), 0 temporal, (26 absorbed), 0 fire, (8 absorbed), 0 temporal, (26 absorbed), 0 fire, (8 absorbed), 0 temporal (0 total damage).
Shadow's Beyond the Flesh hits Skeleton mage for (26 absorbed), 0 fire, (4 absorbed), 0 temporal, (26 absorbed), 0 fire, (4 absorbed), 0 temporal, (142 absorbed), 962 physical, 4 temporal, 22 arcane, 15 fire, 13 nature, 4 physical, 26 fire, 4 temporal, 30 physical, 27 lightning (1109 total damage).
Armoured skeleton warrior hits Shadow for (4 antimagic), 0 fire (0 total damage).
Shadow deactivates Charged Shield.
Shadow deactivates Psionic Disruption.
Shadow deactivates Beyond the Flesh.
Shadow's lifeline is no longer braided.
Shadow deactivates Heartstart.
Shadow slows down.
Shadow deactivates Antimagic Shield.
Shadow deactivates Charged Aura.
Shadow is no longer invigorated.
Shadow deactivates Skate.
Shadow deactivates Channel Pain.
Shadow deactivates Force Shield.
Shadow deactivates Elemental Harmony.
Shadow no longer protected by the psionic block.
Shadow deactivates Augmentation.
Shadow deactivates Kinetic Aura.
Shadow is no longer frenzied.
Shadow is no longer attuned.
Shadow deactivates Kinetic Shield.
Shadow is no longer empowered.





























































































































































