Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 50 / 1423% |
Size | gargantuan |
Lifes / Deaths | Killed by skeleton warrior at level 50 on the 18th Regrowth 124th year of Ascendancy at 08:44 / 2Killed by skeleton mage at level 50 on the 18th Regrowth 124th year of Ascendancy at 09:28 |
Primary Stats
Strength | 180 (base 64) |
Dexterity | 88 (base 60) |
Constitution | 77 (base 11) |
Magic | 28 (base 15) |
Willpower | 77 (base 65) |
Cunning | 68 (base 37) |
Resources
Life | -412/2201 |
Mana | 729/729 |
Stamina | 446/446 |
Equilibrium | 18 |
Healing Factor | 1.8563255791675 |
Regeneration | 16.985379049382 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +1478.4416864609% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 14 |
Infravision | 20.901847946486 |
See Stealth | 70.254422990471 |
See Invisible | 83.254422990471 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 307 |
Accuracy | 81 |
Crit Chance | 55% |
APR | 54 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 40% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +14% |
Physical | +28% |
Cold | +14% |
All | +2% |
Lightning | +31% |
Light | +5% |
Temporal | +5% |
Mind | +20% |
Fire | +29% |
Nature | +24% |
Offense: Damage Penetration
Acid | +40% |
Physical | +55% |
Cold | +35% |
All | +11% |
Lightning | +35% |
Mind | +31% |
Arcane | +21% |
Fire | +35% |
Nature | +41% |
Defense: Base
Armour (hardiness) | 102 (87.462686567164%) |
Defense | 55 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 57 |
Mental Save | 69 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 9%( 70%) |
Arcane | 0%( 70%) |
Cold | + 38%( 70%) |
All | -5%( 70%) |
Mind | + 4%( 70%) |
Lightning | + 70%( 70%) |
Light | + 15%( 70%) |
Temporal | + 4%( 70%) |
Physical | + 3%( 70%) |
Darkness | + 14%( 70%) |
Fire | + 31%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Knockback Resistance | 49% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Silence Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 42% |
Inscriptions (5/5)
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 1414% 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1117 damage for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1234 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 582 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Meditation |
talent | Chant of Fortitude |
detrimental effect | The target is on fire, taking 302.73 fire damage per turn. Burning |
beneficial effect | Moving at extreme speed (1414% faster). Any action other than movement will cancel it. Wild Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 38 life each turn. Recovery |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Yviriara the patchwork troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Porira the multi-hued crystal. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2680. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 20/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | dwarven lantern 'Barkmalice' dwarven lantern 'Barkmalice'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 arcane / 16 mind Changes stats: +6 Con / +7 Wil Changes resistances: +13% blight / +5% arcane Changes resistances penetration: +10% arcane / +15% mind / +11% all Changes damage: +6% mind Critical mult.: +18.00% Life regen: +6.50 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Helm of Physical Saves (0 def, 5 armour) Helm of Physical Saves (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +15 Str / +9 Dex / +1 Cun / +8 Con Changes damage: +6% physical Physical save: +76 (+15 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Ragaroddarak the Growthwind (dig speed 6 turns) Ragaroddarak the Growthwind (dig speed 6 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +12% lightning / +6% cold / +13% nature / +6% temporal Changes resistances penetration: +10% nature / +20% physical Changes damage: +15% fire / +12% mind / +8% nature Mental save: +10 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Oakquell OakquellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 nature / 8 acid Changes resistances: +9% nature / +18% acid Changes resistances penetration: +20% nature Life regen: +1.40 Maximum life: +85.00 Healing mod.: +26% Rings can have magical properties. |
On fingers | voratun ring 'Brenilemas' voratun ring 'Brenilemas'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +1 Physical power: +15 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +9 Str / +10 Con Changes resistances: +43% lightning / +3% cold / +3% temporal Changes damage: +17% lightning Poison immunity: +10% Knockback immunity: +15% Only die when reaching: -40.00 life Movement speed: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Around neck | Ulfosagas the voratun amulet Ulfosagas the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Fatigue: -7% Changes stats: +1 Str / +9 Dex / +4 Cun / +10 Con Changes resistances: +17% lightning / +9% mind Changes resistances penetration: +5% mind Physical save: +3 (+0 eff.) Blindness immunity: +27% Stun/Freeze immunity: +48% Life regen: +1.00 Stamina each turn: +1.30 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
Around waist | Belt of Ginormity Belt of GinormityInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +24 (+4 eff.) Armour: +15 Defense: +14 (+5 eff.) Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 4 lightning Changes stats: +6 Con Changes resistances: +6% lightning Changes damage: +6% nature / +3% light Physical save: +21 (+4 eff.) Spell save: +30 (+8 eff.) Mental save: +15 (+4 eff.) Mindpower: +9 (+3 eff.) Light radius: +2 Size category: +2 A belt that goes around your waist. |
In off hand | Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Cloak | elven-silk cloak 'Tulodur' (3 def, 0 armour) elven-silk cloak 'Tulodur' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +4 Str / +2 Mag / +4 Wil / +6 Cun / +4 Con Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Maximum life: +106.00 Maximum stamina: +31.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +8% Light radius: +4 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lifegiving Breastplate (24 def, 26 armour) Lifegiving Breastplate (24 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+7 eff.) Fatigue: +22% Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +7 Str / +1 Mag / +5 Cun / +7 Con Changes resistances: +28% lightning / +19% light / +18% darkness Changes resistances penetration: +5% acid Changes damage: +3% temporal Mental save: +23 (+6 eff.) Maximum life: +76.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 272) healing infusion of the psychic (heal 272)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 instantly heal yourself for 272 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 292) healing infusion of the psychic (heal 292)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 292 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 300) healing infusion of the psychic (heal 300)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 instantly heal yourself for 300 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 281)healing infusion of the sneak (heal 281) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 281 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. |
healing infusion of the warrior (heal 623) healing infusion of the warrior (heal 623)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 instantly heal yourself for 623 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 619) healing infusion of the warrior (heal 619)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 619 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+23 for 10 turns, die at -796) heroism infusion of the duelist (+23 for 10 turns, die at -796)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 23 for 10 turns. While Heroism is active, you will only die when reaching -796 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+20 for 11 turns, die at -709) heroism infusion of the psychic (+20 for 11 turns, die at -709)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 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 20 for 11 turns. While Heroism is active, you will only die when reaching -709 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (723% speed; 6 turns) movement infusion of the psychic (723% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1145% speed; 6 turns) movement infusion of the warrior (1145% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1140% speed; 4 turns) movement infusion of the warrior (1140% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1140% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1231% speed; 8 turns) movement infusion of the warrior (1231% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1231% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1164% speed; 6 turns) movement infusion of the warrior (1164% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1164% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 594 over 5 turns) regeneration infusion of the psychic (heal 594 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 700 over 5 turns) regeneration infusion of the psychic (heal 700 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 489 over 5 turns) regeneration infusion of the psychic (heal 489 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1116 over 5 turns) regeneration infusion of the warrior (heal 1116 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1116 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 963 over 5 turns) regeneration infusion of the warrior (heal 963 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: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 963 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure magical) wild infusion of the psychic (resist 22%; 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: 21 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 25%; cure mental, physical) wild infusion of the psychic (resist 25%; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 30%; cure magical) wild infusion of the sneak (resist 30%; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 7 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 warrior (resist 43%; cure magical) wild infusion of the warrior (resist 43%; 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 43% 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 wizard (resist 26%; cure magical, mental) wild infusion of the wizard (resist 26%; cure magical, 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: 21 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 or mental effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 wizard (resist 30%; cure mental, physical) wild infusion of the wizard (resist 30%; 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: 22 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 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 (458.00 temporal damage, removed from time 4 turns) Rune of the Rift (458.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 240.45 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. |
lightning rune of the duelist (284 lightning damage) lightning rune of the duelist (284 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 94.67 to 284.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (257 lightning damage) lightning rune of the sneak (257 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 85.77 to 257.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (443 lightning damage) lightning rune of the warrior (443 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 147.74 to 443.23 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (503 lightning damage) lightning rune of the warrior (503 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 167.82 to 503.45 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (488 lightning damage) lightning rune of the warrior (488 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 162.58 to 487.74 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 454 for 4 turns) shielding rune of the sneak (absorb 454 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 825 for 6 turns) shielding rune of the warrior (absorb 825 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 825 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 217) teleportation rune of the duelist (range 217)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 217 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 140) teleportation rune of the duelist (range 140)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 136) teleportation rune of the psychic (range 136)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 136 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 301) teleportation rune of the warrior (range 301)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 301 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 56) teleportation rune of the wizard (range 56)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Beekalthodur the stralite amulet Beekalthodur the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +3 Dex / +4 Mag / +5 Wil / +9 Con Physical save: +11 (+2 eff.) Spell save: +10 (+3 eff.) Life regen: +1.20 Maximum life: +46.00 Amulets can have magical properties. |
Cuthugavor the steel amulet Cuthugavor the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Str / +4 Dex / +5 Cun / +5 Con Changes resistances: +13% lightning / +11% temporal Changes resistances penetration: +20% physical Physical save: +6 (+1 eff.) Pinning immunity: +24% Stun/Freeze immunity: +23% Knockback immunity: +20% Life regen: +0.50 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gloombender GloombenderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -5% Changes stats: +2 Str / +3 Dex Changes resistances penetration: +15% darkness Physical save: +30 (+6 eff.) Life regen: +1.10 Only die when reaching: -80.00 life Amulets can have magical properties. |
Torendil TorendilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +30% lightning / +15% temporal / +12% light / +5% arcane / +30% acid Spell save: +20 (+6 eff.) Stun/Freeze immunity: +50% Amulets can have magical properties. |
Ureyayon the stralite amulet Ureyayon the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +19 Defense: +11 (+4 eff.) Changes stats: +2 Str Changes resistances cap: +6% all Changes damage: +6% arcane / +15% physical Critical mult.: +6.00% Physical save: +49 (+10 eff.) Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. insulating voratun amulet of mastery (0.40 Corruption / Hexes)insulating voratun amulet of mastery (0.40 Corruption / Hexes) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% cold / +30% fire Talent mastery: +0.40 Corruption / Hexes Amulets can have magical properties. |
steel amulet 'Polylle' steel amulet 'Polylle'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances cap: +3% all Changes resistances penetration: +10% mind Critical mult.: +25.00% Physical save: +12 (+2 eff.) Mental save: +20 (+5 eff.) Maximum hate: +4.00 Mental crit. chance: +2% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adeta AdetaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 20 acid Changes resistances: +9% acid Changes resistances penetration: +25% acid Changes damage: +18% acid Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
Amydan the Shimmergrit Amydan the ShimmergritInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 20 lightning Changes resistances: +15% blight / +24% nature / +12% lightning Changes resistances penetration: +15% lightning / +10% nature Changes damage: +6% nature / +15% lightning Poison immunity: +30% Disease immunity: +30% Rings can have magical properties. |
Aruthra the Sewerwinnow Aruthra the SewerwinnowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +6 Str / +6 Con Changes resistances: +6% nature / +15% light Changes damage: +6% light / +9% nature Rings can have magical properties. |
Bethuthra the voratun ring Bethuthra the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +16 Changes stats: +3 Str Changes resistances: +20% blight Changes damage: +20% blight Critical mult.: +9.00% Life regen: +1.80 Rings can have magical properties. |
Bregarach BregarachPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +2% physical Changes resistances penetration: +10% blight / +15% physical Changes damage: +12% blight Critical mult.: +12.00% Silence immunity: +40% Life regen: +0.80 Stamina each turn: +0.20 Mana each turn: +0.34 Rings can have magical properties. |
Brodigen BrodigenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +4 Armour: +2 Damage when hit (Melee): 8 arcane Changes stats: +8 Cun / +7 Dex Changes resistances: +23% acid / +14% temporal / +20% fire / +11% lightning / +22% cold Changes damage: +14% temporal Physical save: +12 (+2 eff.) Rings can have magical properties. |
Emelulena the gold ring Emelulena the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% blight / +12% temporal / +18% nature Physical save: +10 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+3 eff.) Cut immunity: +15% Silence immunity: +25% Confusion immunity: +20% Only die when reaching: -60.00 life Rings can have magical properties. |
Hellsoracle HellsoracleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +18% fire / +36% nature / +9% temporal Changes resistances penetration: +25% fire Changes damage: +18% nature / +12% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Norach the steel ring Norach the steel ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% blight / +24% fire / +24% cold Changes resistances penetration: +10% temporal Changes damage: +12% fire / +3% temporal / +12% cold Life regen: +0.50 Maximum life: +40.00 Healing mod.: +10% Rings can have magical properties. |
Poliba PolibaPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Changes resistances: +12% acid / +6% nature / +36% light / +34% darkness Changes damage: +18% light / +17% darkness Spell save: +12 (+4 eff.) Stun/Freeze immunity: +15% Spellpower: +15 (+7 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
Ravenmire the stralite ring Ravenmire the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 20 fire / 12 mind / 12 darkness Changes stats: +9 Cun / +8 Dex Changes resistances: +18% fire Changes damage: +15% darkness / +18% mind Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Scaldjeer ScaldjeerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +4 Mag Changes resistances: +22% fire Changes resistances penetration: +5% temporal Changes damage: +17% fire Stun/Freeze immunity: +27% Life regen: +0.80 Spellpower: +5 (+2 eff.) Rings can have magical properties. |
Stat Ring Stat RingPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage when hit (Melee): 16 blight Changes stats: +10 Dex / +20 Mag / +7 Wil / +18 Cun Changes damage: +9% lightning Blindness immunity: +43% Maximum vim: +30.00 Spellpower: +30 (+15 eff.) Infravision radius: +6 See stealth: +13 See invisible: +25 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 46.30 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gold ring 'Cyrawyn' gold ring 'Cyrawyn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Defense: +11 (+4 eff.) Changes stats: +2 Str / +3 Dex / +2 Con Changes resistances: +13% blight / +5% arcane Changes damage: +13% blight Silence immunity: +25% Mana each turn: +0.16 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring 'Relgamnir' gold ring 'Relgamnir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+1 eff.) Changes stats: +2 Str / +2 Wil / +5 Con Changes resistances: +30% light Changes damage: +15% light Critical mult.: +6.00% Stamina each turn: +0.40 See invisible: +9 Rings can have magical properties. |
steel ring 'Beladawen' steel ring 'Beladawen'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +6 Damage when hit (Melee): 4 mind Changes stats: +8 Str / +2 Cun / +5 Con Changes resistances penetration: +5% mind Mental save: +9 (+2 eff.) Silence immunity: +23% Mana each turn: +0.10 Maximum hate: +2.00 Rings can have magical properties. |
steel ring 'Velavea' steel ring 'Velavea'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +2 Dex Changes resistances: +15% acid Changes resistances penetration: +20% physical Life regen: +1.60 Maximum life: +64.00 Healing mod.: +18% Rings can have magical properties. |
stralite ring 'Betheldalle' stralite ring 'Betheldalle'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +9% mind Changes resistances penetration: +25% mind Changes damage: +30% mind Life regen: +1.70 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
voratun ring 'Adyvena' voratun ring 'Adyvena'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun / +8 Con Changes resistances penetration: +10% arcane Physical save: +6 (+1 eff.) Spell save: +18 (+5 eff.) Mental save: +15 (+4 eff.) Life regen: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +55.00 Maximum stamina: +40.00 Healing mod.: +22% Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 167.88 fire damage, and flames will be left dealing a further 39.38 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun battleaxe (59.5-89.25 power, 4 apr)warbringer's voratun battleaxe (59.5-89.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+3 eff.) Changes stats: +10 Con Changes resistances penetration: +19% physical Disarm immunity: +35% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun battleaxe (56-84 power, 4 apr)warbringer's voratun battleaxe (56-84 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+3 eff.) Changes stats: +10 Con Changes resistances penetration: +20% physical Disarm immunity: +42% Massive two-handed battleaxes. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatmaul (63.5-95.25 power, 4 apr)plaguebringer's voratun greatmaul (63.5-95.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease Damage (Melee): +28 blight When wielded/worn: Disease immunity: +49% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thunderous voratun greatmaul of massacre (83.5-125.25 power, 4 apr)thunderous voratun greatmaul of massacre (83.5-125.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.5 - 125.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning Massive two-handed mauls. |
voratun greatmaul 'Gunotar' (66-99 power, 4 apr) voratun greatmaul 'Gunotar' (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * Random elemental explosion Damage (Melee): +42 cold When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +9 Dex Changes resistances: +1% physical Changes resistances penetration: +23% acid / +24% fire / +24% cold / +20% lightning Spell save: +10 (+3 eff.) Poison immunity: +15% Disease immunity: +5% Confusion immunity: +30% Massive two-handed mauls. |
Dethblyd (70-112 power, 18 apr) 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: 10% Mag, 130% Str 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. |
Nafang the Blackdeath (83.5-133.6 power, 4 apr) Nafang the Blackdeath (83.5-133.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness When wielded/worn: Fatigue: -4% Changes stats: +4 Mag Grants telepathy: Dragon Reduces incoming crit damage: 19.00% Physical save: +6 (+1 eff.) Life regen: +0.40 Only die when reaching: -100.00 life Maximum stamina: +20.00 Massive two-handed swords. |
Unlightnull (61-97.6 power, 4 apr) Unlightnull (61-97.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 arcane Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical power: +19 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Con Changes resistances: +5% arcane Changes resistances penetration: +16% acid / +17% physical Changes damage: +6% arcane Disarm immunity: +32% Life regen: +3.00 Massive two-handed swords. |
Unraldil the stralite greatsword (63.5-101.6 power, 3 apr) Unraldil the stralite greatsword (63.5-101.6 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +14 Armour: +4 Defense: +14 (+5 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +13% physical Changes damage: +14% physical Physical save: +6 (+1 eff.) Disarm immunity: +42% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword (24-38.4 power, 2 apr)hateful steel greatsword (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +16% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful voratun greatsword of disruption (65-104 power, 4 apr)hateful voratun greatsword of disruption (65-104 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +28 darkness Damage against: +28% Living / +42% Unnatural Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of erosion (50-80 power, 3 apr)quick stralite greatsword of erosion (50-80 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: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% Damage (Melee): +24 nature / +24 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +9 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of amnesia (23-36.8 power, 2 apr)steel greatsword of amnesia (23-36.8 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
voratun greatsword 'Ce'Nilravea' (76-121.6 power, 4 apr) voratun greatsword 'Ce'Nilravea' (76-121.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 76.0 - 121.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Fatigue: -8% Changes resistances penetration: +10% physical Life regen: +0.60 Massive two-handed swords. |
voratun greatsword 'Durilathastir' (66-105.6 power, 4 apr) voratun greatsword 'Durilathastir' (66-105.6 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Changes resistances: +15% lightning / +6% nature / +3% darkness Changes resistances penetration: +10% mind Spell save: +20 (+6 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Lightningseam' (60-96 power, 4 apr)voratun greatsword 'Lightningseam' (60-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Changes resistances: +6% arcane Changes resistances penetration: +20% blight Changes damage: +9% blight / +15% lightning Physical save: +49 (+10 eff.) Silence immunity: +25% Disarm immunity: +25% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Massive two-handed swords. |
voratun greatsword 'Tarrofang' (70.5-112.8 power, 4 apr) voratun greatsword 'Tarrofang' (70.5-112.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.5 - 112.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing * wounds the target for 7 turns: 25 bleeding, 75% reduced healing When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +35.0% Physical power: +41 (+6 eff.) Changes stats: +10 Str / +3 Con Changes resistances: +1% physical Changes damage: +21% physical Stamina when hit: +3.00 Maximum stamina: +5.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow 'Hellsfear'dragonbone longbow 'Hellsfear' Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20 arcane resource burn Travel speed: +200% Damage (Ranged): +53 nature When wielded/worn: Armour: +4 Changes stats: +11 Dex Changes resistances: +6% temporal / +3% fire / +15% all Changes resistances penetration: +23% nature Spell save: +3 (+1 eff.) Disease immunity: +5% Pinning immunity: +5% New effects duration reduction after a teleport: +30% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun longsword of nature (42.5-59.5 power, 6 apr)truestriking voratun longsword of nature (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Changes resistances: +10% all Changes resistances penetration: +15% nature / +11% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun longsword (44-61.6 power, 6 apr)voratun longsword (44-61.6 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of life (16-17.6 power, 40 apr, nature damage)gifted living mindstar of life (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% 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: Life regen: +1.90 Maximum life: +50.00 Mindpower: +22 (+7 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. living mindstar 'Mardudin' (17.5-19.25 power, 40 apr, mind damage)living mindstar 'Mardudin' (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 psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +1 Mag / +5 Wil Changes resistances: +9% mind Changes resistances penetration: +7% mind Changes damage: +35% mind / +18% arcane Mental save: +10 (+2 eff.) Psi when hit: +1.70 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +12% 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. cruel dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)cruel dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+5 eff.) Effects on melee hit: * 19% chance to blind Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 22.30 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. dragonbone starstaff of fate (30-36 power, 6 apr, physical element)dragonbone starstaff of fate (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+3 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of fate (30-36 power, 6 apr, cold element)shimmering dragonbone magestaff of fate (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ranger's voratun steamgunranger's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of erosion (50-80 power, 16 apr)orichalcum trident of erosion (50-80 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +23 nature / +28 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. truestriking orichalcum trident of erosion (50-80 power, 16 apr)truestriking orichalcum trident of erosion (50-80 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +28 nature / +24 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of the leech (40.5-56.7 power, 6 apr)voratun waraxe of the leech (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 20 nature slow One-handed war axes. |
Brenabar the hardened leather belt Brenabar the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +8 Damage when hit (Melee): 4 mind Changes stats: +5 Str / +4 Con Critical mult.: +6.00% Physical save: +10 (+2 eff.) Life regen: +0.20 Only die when reaching: -80.00 life Size category: +1 A belt that goes around your waist. |
Eilinobeth EilinobethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +11 (+1 eff.) Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances penetration: +25% physical Physical save: +29 (+6 eff.) Life regen: +0.60 Maximum life: +40.00 Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Olugund the drakeskin leather beltOlugund the drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +2 Dex / +12 Con Changes resistances: +15% darkness / +12% mind / +10% light Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Light radius: +3 A belt that goes around your waist. |
Betiba (2 def, 0 armour) Betiba (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +2 Str Changes resistances: +7% acid / +7% fire / +6% cold / +22% lightning Mental save: +30 (+7 eff.) Disarm immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blink Cloak (3 def, 0 armour) Blink Cloak (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +2 Str / +2 Dex / +4 Mag / +5 Wil Changes resistances: +30% temporal / +30% darkness / +12% fire Changes resistances penetration: +5% nature Grants telepathy: Dragon Humanoid/Orc Physical save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dagalar (10 def, 0 armour) Dagalar (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Defense: +10 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Wil Changes resistances: +1% physical Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 90.55 cold damage and condensing the air into freezing vapors that deal 30.18 cold damage (based on Magic) each turn for 10 turns, costing 27 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
This item will automatically be transmogrified when you leave the level. Glareserpent (3 def, 0 armour)Glareserpent (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 light Changes stats: +4 Str / +4 Con Changes resistances: +15% acid / +12% fire / +15% darkness / +12% nature Changes resistances penetration: +15% light / +15% lightning Changes damage: +15% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelynaritar (13 def, 0 armour) Khelynaritar (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +2% physical Changes resistances penetration: +20% physical Changes damage: +6% physical Physical save: +37 (+7 eff.) Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
elven-silk cloak 'Neremina' (3 def, 6 armour) elven-silk cloak 'Neremina' (3 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +12 Con Changes resistances: +3% physical Stamina each turn: +0.80 Maximum life: +127.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Iveda' (6 def, 0 armour) linen cloak 'Iveda' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 12 blight Changes resistances: +12% fire / +6% temporal Physical save: +6 (+1 eff.) Disease immunity: +10% Pinning immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (5 def, 0 armour)elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +17% acid / +19% physical / +20% cold / +19% fire Changes damage: +15% acid / +14% physical / +15% cold / +12% fire Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of nature (+30%) (5 def, 0 armour)focusing elven-silk robe of nature (+30%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Wil / +8 Mag Changes resistances: +30% nature Changes damage: +20% nature Mana each turn: +0.40 Psi each turn: +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amuthad the Glarespiker (0 def, 5 armour) Amuthad the Glarespiker (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% light Changes damage: +6% light Stamina each turn: +0.80 Maximum life: +31.00 Light radius: +3 Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Porevea the Raventerror (0 def, 15 armour)Porevea the Raventerror (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 27 arcane Changes stats: +3 Wil Changes damage: +40% blight Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +12 Infravision radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Sparkrock the pair of drakeskin leather boots (25 def, 5 armour)Sparkrock the pair of drakeskin leather boots (25 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+7 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes resistances: +24% acid Changes damage: +15% acid / +33% blight / +12% lightning Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. blightbringer's pair of voratun boots (0 def, 5 armour)blightbringer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag Changes damage: +8% acid / +10% blight Disease immunity: +50% Spellpower: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Shadowparry' (0 def, 4 armour) pair of dwarven-steel boots 'Shadowparry' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +9 Str / +4 Dex / +4 Wil / +6 Con Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +7% physical Reduces incoming crit damage: 10.00% Light radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Xylenn' (6 def, 7 armour) pair of hardened leather boots 'Xylenn' (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% lightning Spell save: +6 (+2 eff.) Infravision radius: +2 A pair of boots made of leather. |
Aeriserin the voratun gauntlets (0 def, 3 armour) Aeriserin the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Armour: +3 Damage (Melee): 13 mind Changes stats: +7 Dex / +8 Cun / +5 Con Changes resistances: +6% cold / +9% mind / +12% nature Changes damage: +7% mind Physical save: +21 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +39% Knockback immunity: +10% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Airjam the drakeskin leather gloves (0 def, 21 armour) Airjam the drakeskin leather gloves (0 def, 21 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +21 Armour Hardiness: +15% Damage when hit (Melee): 8 darkness Changes stats: +18 Con Changes resistances: +15% lightning / +12% physical Changes damage: +12% lightning Physical save: +26 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +46% Life regen: +4.00 Stamina each turn: +1.30 Maximum stamina: +19.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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. |
Guneran (0 def, 8 armour) Guneran (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 mind Changes stats: +6 Mag / +2 Cun / +6 Con Changes damage: +8% arcane Grants telepathy: Humanoid/Orc Physical save: +11 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +23% Equilibrium when hit: +0.04 Maximum life: +62.00 Mindpower: +2 (+1 eff.) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 17.85 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Hellsfiend (0 def, 8 armour) Hellsfiend (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +8 Damage (Melee): 13 nature Damage when hit (Melee): 20 arcane Changes resistances: +9% nature Changes resistances penetration: +5% arcane Changes damage: +11% nature / +6% arcane Critical mult.: +10.00% Mental save: +12 (+3 eff.) Maximum life: +71.00 Spell crit. chance: +16% Mental crit. chance: +17% Metal gloves protecting the hands up to the middle of the lower arm. |
Shockblood the voratun gauntlets (0 def, 9 armour) Shockblood the voratun gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Armour: +9 Damage when hit (Melee): 4 lightning / 12 fire Changes stats: +9 Cun / +6 Dex Changes resistances: +3% lightning / +6% fire Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +6% lightning Mental save: +15 (+4 eff.) Life regen: +3.40 Stamina each turn: +1.50 Maximum life: +80.00 Maximum stamina: +40.00 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
Tempestrune the hardened leather gloves (0 def, 2 armour) Tempestrune the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 10 nature Changes stats: +1 Cun Changes resistances: +3% blight / +6% darkness / +10% nature Changes damage: +6% nature Life regen: +2.90 Stamina each turn: +0.60 Psi each turn: +0.14 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Yarosta' (0 def, 2 armour) dwarven-steel gauntlets 'Yarosta' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +4.0% Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 11 nature Changes resistances: +8% nature / +12% acid Changes resistances penetration: +15% acid Changes damage: +8% nature Critical mult.: +9.00% Life regen: +0.60 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Nimbusroar' (0 def, 3 armour) voratun gauntlets 'Nimbusroar' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +3 Damage (Melee): 10 blight Changes stats: +5 Str Changes resistances: +9% blight Changes resistances penetration: +25% temporal Changes damage: +8% blight / +9% temporal / +6% lightning Life regen: +3.80 Stamina each turn: +0.90 Psi each turn: +0.30 Metal gloves protecting the hands up to the middle of the lower arm. |
Aryrialle the dwarven-steel helm (0 def, 4 armour) Aryrialle the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +3 Dex / +3 Wil / +6 Cun Changes resistances: +6% nature Spell save: +9 (+3 eff.) Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Forestknight the drakeskin leather cap (0 def, 5 armour) Forestknight the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +8 Mag / +8 Wil / +2 Cun / +16 Con Changes resistances: +9% acid Changes resistances penetration: +15% nature Changes damage: +18% blight / +20% arcane / +6% mind Physical save: +15 (+3 eff.) Mental save: +21 (+5 eff.) Spell crit. chance: +5% Mindpower: +8 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Underwhelming Helm (0 def, 9 armour) Underwhelming Helm (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +9 Fatigue: +5% Changes stats: +5 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +14% cold / +12% fire / +20% darkness / +20% light Changes damage: +6% nature / +18% blight Disarm immunity: +10% Maximum vim: +20.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Mindpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Lightslicer' (0 def, 5 armour) drakeskin leather cap 'Lightslicer' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 light Changes resistances: +23% cold / +6% mind / +18% light Changes damage: +12% light / +12% mind Allows you to breathe in: water Light radius: +3 A cap made of leather. |
dwarven-steel helm 'Nildir' (0 def, 4 armour) dwarven-steel helm 'Nildir' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +4 Dex / +11 Wil / +7 Cun Changes resistances: +11% physical Physical save: +10 (+2 eff.) Light radius: +3 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Vorawen' (9 def, 10 armour) dwarven-steel helm 'Vorawen' (9 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +5 Con Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +9 (+2 eff.) Blindness immunity: +30% Confusion immunity: +15% Maximum psi: +30.00 Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather cap (0 def, 5 armour)insulating drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% cold / +14% fire A cap made of leather. |
voratun helm 'Islana' (6 def, 11 armour) voratun helm 'Islana' (6 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +11 Defense: +6 (+2 eff.) Fatigue: +5% Changes resistances: +4% all Physical save: +13 (+2 eff.) Maximum life: +50.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Sootquencher' (0 def, 5 armour) voratun helm 'Sootquencher' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Con Changes resistances: +11% fire / +3% mind / +20% cold Changes resistances penetration: +5% darkness Silence immunity: +30% Confusion immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour 'Cinderpunish' (5 def, 8 armour)drakeskin leather armour 'Cinderpunish' (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 20 fire Changes resistances: +9% blight / +9% mind / +21% lightning Changes resistances penetration: +15% lightning Changes damage: +36% blight / +36% fire Mental save: +22 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of thunder (5 def, 8 armour)prismatic drakeskin leather armour of thunder (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +25 (+4 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Mag / +10 Wil Changes resistances: +17% lightning / +15% light / +17% darkness Spellpower: +25 (+12 eff.) Spell crit. chance: +10% Mindpower: +23 (+8 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
Emelebeth (18 def, 22 armour) Emelebeth (18 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +22 Defense: +18 (+6 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex Changes resistances: +10% physical Changes damage: +15% temporal / +12% physical Physical save: +25 (+5 eff.) Stamina each turn: +0.60 A suit of armour made of metal plates. |
Obsidianbrace (5 def, 15 armour) Obsidianbrace (5 def, 15 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +15 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +2 Dex Changes resistances: +21% fire Changes resistances penetration: +15% darkness Changes damage: +21% physical Only die when reaching: -80.00 life A suit of armour made of metal plates. |
Poryssra the Filthpanic (4 def, 9 armour) Poryssra the Filthpanic (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +1 Str / +4 Mag / +4 Cun / +3 Con Changes resistances: +7% acid / +5% physical / +9% cold / +9% fire / +7% lightning Changes resistances penetration: +20% nature Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 15.00% Disarm immunity: +23% Stun/Freeze immunity: +22% Knockback immunity: +24% See invisible: +6 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 23 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Tracking Breastplate (30 def, 34 armour) Tracking Breastplate (30 def, 34 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +30 (+9 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 12 physical Changes stats: +8 Str / +1 Dex / +2 Mag / +9 Wil / +15 Cun Changes resistances: +13% acid / +23% physical / +15% darkness / +13% cold / +12% fire / +13% lightning Changes resistances penetration: +25% blight Mental save: +49 (+12 eff.) Maximum mana: +60.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
dwarven-steel plate armour 'Shimmerquake' (5 def, 11 armour) dwarven-steel plate armour 'Shimmerquake' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +9% mind / +6% cold Changes damage: +6% lightning Physical save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +30% Stun/Freeze immunity: +20% Teleport immunity: +30% Life regen: +2.00 Maximum life: +76.00 Healing mod.: +22% A suit of armour made of metal plates. |
stralite plate armour 'Cracklevice' (7 def, 21 armour) stralite plate armour 'Cracklevice' (7 def, 21 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +21 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 lightning Changes stats: +2 Dex Changes resistances: +9% acid / +12% physical / +9% cold / +35% fire / +7% lightning Changes resistances penetration: +10% lightning Life regen: +2.30 Maximum life: +68.00 Healing mod.: +23% A suit of armour made of metal plates. |
voratun plate armour 'Wretchpeal' (9 def, 16 armour) voratun plate armour 'Wretchpeal' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 nature Changes stats: +6 Str / +2 Dex / +2 Mag / +4 Cun / +4 Con Changes resistances penetration: +10% nature Grants telepathy: Dragon Maximum life: +88.00 Light radius: +3 See invisible: +9 A suit of armour made of metal plates. |
Belygolach the voratun shield (27 def, 3 armour, 71-85.2 power, 189 block) Belygolach the voratun shield (27 def, 3 armour, 71-85.2 power, 189 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +189 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +4 Armour: +3 Defense: +27 (+8 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes damage: +15% acid Talent granted: +5 Block Life regen: +0.80 Maximum stamina: +20.00 Healing mod.: +35% Deflect projectiles away: +15% Handheld deflection devices. |
Gloratha (12 def, 3 armour, 73.5-88.2 power, 190.5 block) Gloratha (12 def, 3 armour, 73.5-88.2 power, 190.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +190 On weapon hit: * 83% chance to corrode armour by 30% * 53% chance to disease Damage (Melee): +32 blight / +12 arcane Burst (radius 2) on crit: +16 acid When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 20% chance to disease Damage (Melee): 10 acid Damage when hit (Melee): 42 acid Changes resistances: +6% arcane Changes resistances penetration: +10% acid Changes damage: +9% acid Talent granted: +5 Block Handheld deflection devices. |
Gloruwen the voratun shield (12 def, 3 armour, 67-80.4 power, 196 block) Gloruwen the voratun shield (12 def, 3 armour, 67-80.4 power, 196 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 Burst (radius 2) on crit: +8 mind Damage against: +10% Giant When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +16% lightning Talent granted: +5 Block Physical save: +12 (+2 eff.) Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level. Scumreign the voratun shield (12 def, 3 armour, 65-78 power, 199.5 block)Scumreign the voratun shield (12 def, 3 armour, 65-78 power, 199.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +4% Changes stats: +4 Con Changes resistances: +6% arcane Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +25% nature Changes damage: +15% nature Grants telepathy: Humanoid/Orc Talents granted: +5 Block +1 Ward Reduces incoming crit damage: 20.00% Light radius: +3 See invisible: +15 Handheld deflection devices. |
Splendourreeve (12 def, 3 armour, 62.5-75 power, 215.5 block) Splendourreeve (12 def, 3 armour, 62.5-75 power, 215.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +216 Damage (Melee): +15 acid / +30 cold / +12 arcane When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 20% chance to corrode armour by 30% Damage when hit (Melee): 19 ice / 20 light Changes stats: +5 Wil / +4 Con Changes resistances: +31% acid / +31% cold / +12% fire / +13% lightning Changes damage: +15% arcane Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Pyrelord' (12 def, 3 armour, 72-86.4 power, 198 block) voratun shield 'Pyrelord' (12 def, 3 armour, 72-86.4 power, 198 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 Damage (Melee): +14 cold / +17 nature / +4 mind Burst (radius 2) on crit: +4 fire When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 16 ice / 19 nature / 4 mind Changes resistances: +16% blight / +30% cold / +18% nature Changes damage: +6% mind Talent granted: +5 Block Critical mult.: +20.00% Maximum life: +100.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of arcane resistance (+20%) (12 def, 3 armour, 74.5-89.4 power, 208.5 block)voratun shield of arcane resistance (+20%) (12 def, 3 armour, 74.5-89.4 power, 208.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +208 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +20% arcane Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 90 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. inquisitor's quiver of elm arrows of accuracy (18/18, 16.5-23.1 power, 5 apr)inquisitor's quiver of elm arrows of accuracy (18/18, 16.5-23.1 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon crit: * burns latent spell energy Damage (Ranged): +20 manaburn arcane Arrows are used with bows to pierce your foes to death. |
207 alchemist agate 207 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. |
Blackrip (dig speed 30 turns) Blackrip (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 8 darkness Changes stats: +5 Str Changes resistances penetration: +15% physical Changes damage: +9% darkness Critical mult.: +6.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cloudspike (dig speed 24 turns) Cloudspike (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +20% lightning Physical save: +30 (+6 eff.) Blindness immunity: +30% Pinning immunity: +10% Stun/Freeze immunity: +40% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tempestpassion the iron pickaxe (dig speed 37 turns) Tempestpassion the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str Disease immunity: +5% Cut immunity: +5% Confusion immunity: +10% Pinning immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Viperthorn the voratun pickaxe (dig speed 11 turns) Viperthorn the voratun pickaxe (dig speed 11 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +9 Str / +3 Dex / +2 Mag / +3 Con Changes resistances penetration: +20% nature Changes damage: +13% mind / +9% fire Mental save: +12 (+3 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wyrm Pick (dig speed 7 turns) Wyrm Pick (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Str / +6 Cun / +4 Con Changes damage: +15% mind / +13% fire Mental save: +20 (+5 eff.) Blindness immunity: +15% Disease immunity: +15% Only die when reaching: -40.00 life Maximum hate: +4.00 Mental crit. chance: +2% Light radius: +1 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zerezilagorn the Blindveil (dig speed 7 turns) Zerezilagorn the Blindveil (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +23 Physical power: +10 (+1 eff.) Armour: +2 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 12 light Changes stats: +9 Str / +5 Cun Changes resistances: +18% darkness / +3% temporal Critical mult.: +19.00% Stamina each turn: +0.60 Infravision radius: +5 Healing mod.: +15% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 10/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 56/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Camenarigund CamenarigundCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +14 Changes stats: +8 Cun / +3 Con Physical save: +30 (+6 eff.) Stamina each turn: +0.40 Light radius: -6 Infravision radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.26 cold damage and 8.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Getirach the dwarven lantern Getirach the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Changes resistances: +5% arcane / +4% physical Physical save: +30 (+6 eff.) Spell save: +22 (+6 eff.) Mental save: +32 (+8 eff.) Disarm immunity: +10% Pinning immunity: +10% Light radius: +4 See stealth: +25 See invisible: +24 Healing mod.: +17% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 42.76 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 42.76 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Smolderfist SmolderfistInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +26 Armour: +2 Changes resistances: +12% acid / +3% mind / +9% darkness Changes resistances penetration: +30% all Changes damage: +3% fire Physical save: +21 (+4 eff.) Disarm immunity: +5% Pinning immunity: +10% Light radius: +8 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (132 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Zerinaridin the Healshine Zerinaridin the HealshineInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature / 20 fire Changes resistances: +12% nature Changes resistances penetration: +20% fire Changes damage: +12% nature / +27% fire Mental save: +15 (+4 eff.) Light radius: +4 See stealth: +20 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zubobeth the dwarven lantern Zubobeth the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +8 Damage when hit (Melee): 12 physical Changes stats: +5 Wil / +3 Cun / +3 Con Life regen: +0.80 Stamina each turn: +1.40 Maximum life: +80.00 Maximum stamina: +20.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 229.45 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 193.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of accuracy (21/21, 53.5-64.2 power, 6 apr)barbed pouch of voratun shots of accuracy (21/21, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Ranged): +20 bleed Shots are used with slings to pummel your foes to death. |
Emelutira the steel torque of thermal psionic shield [power 57] (18 cooldown) Emelutira the steel torque of thermal psionic shield [power 57] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +10 Str / +4 Dex / +8 Wil / +4 Con It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 57 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Radhizilalen [power 10] (6 cooldown) Radhizilalen [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +4 Mag / +2 Wil See invisible: +3 It can be used to reveal the area around you, dispelling darkness (radius 10, power 51 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Dragonface the Ogre Wyrmic level 37
6th Pyre 123rd year of Ascendancy at 07:12 see stats
By Dragonface the Ogre Wyrmic level 49
48th Dusk 123rd year of Ascendancy at 01:51 see stats
By Dragonface the Ogre Wyrmic level 36
4th Pyre 123rd year of Ascendancy at 11:22 see stats
By Dragonface the Ogre Wyrmic level 31
6th Allure 123rd year of Ascendancy at 07:12 see stats
By Dragonface the Ogre Wyrmic level 48
40th Dusk 123rd year of Ascendancy at 07:07 see stats
By Dragonface the Ogre Wyrmic level 41
74th Pyre 123rd year of Ascendancy at 19:36 see stats
By Dragonface the Ogre Wyrmic level 50
16th Regrowth 124th year of Ascendancy at 01:29 see stats
By Dragonface the Ogre Wyrmic level 47
36th Dusk 123rd year of Ascendancy at 09:48 see stats
By Dragonface the Ogre Wyrmic level 40
69th Pyre 123rd year of Ascendancy at 04:57 see stats
By Dragonface the Ogre Wyrmic level 18
3rd Haze 122nd year of Ascendancy at 10:57 see stats
By Dragonface the Ogre Wyrmic level 24
46th Haze 122nd year of Ascendancy at 05:17 see stats
By Dragonface the Ogre Wyrmic level 37
50th Pyre 123rd year of Ascendancy at 13:24 see stats
By Dragonface the Ogre Wyrmic level 50
5th Haze 123rd year of Ascendancy at 19:06 see stats
By Dragonface the Ogre Wyrmic level 39
64th Pyre 123rd year of Ascendancy at 17:27 see stats
By Dragonface the Ogre Wyrmic level 23
28th Haze 122nd year of Ascendancy at 23:18 see stats
By Dragonface the Ogre Wyrmic level 29
10th Decay 122nd year of Ascendancy at 08:32 see stats
By Dragonface the Ogre Wyrmic level 25
66th Haze 122nd year of Ascendancy at 04:24 see stats
By Dragonface the Ogre Wyrmic level 21
17th Haze 122nd year of Ascendancy at 19:23 see stats
By Dragonface the Ogre Wyrmic level 33
19th Regrowth 123rd year of Ascendancy at 14:50 see stats
By Dragonface the Ogre Wyrmic level 37
50th Pyre 123rd year of Ascendancy at 13:24 see stats
By Dragonface the Ogre Wyrmic level 47
37th Dusk 123rd year of Ascendancy at 05:35 see stats
By Dragonface the Ogre Wyrmic level 50
18th Haze 123rd year of Ascendancy at 17:46 see stats
By Dragonface the Ogre Wyrmic level 50
5th Haze 123rd year of Ascendancy at 20:22 see stats
By Dragonface the Ogre Wyrmic level 31
7th Regrowth 123rd year of Ascendancy at 00:29 see stats
By Dragonface the Ogre Wyrmic level 22
19th Haze 122nd year of Ascendancy at 15:02 see stats
By Dragonface the Ogre Wyrmic level 50
50th Dusk 123rd year of Ascendancy at 15:28 see stats
By Dragonface the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 01:46 see stats
By Dragonface the Ogre Wyrmic level 20
10th Haze 122nd year of Ascendancy at 02:44 see stats
By Dragonface the Ogre Wyrmic level 30
1st Wintertide 123rd year of Ascendancy at 18:08 see stats
By Dragonface the Ogre Wyrmic level 40
65th Pyre 123rd year of Ascendancy at 10:16 see stats
By Dragonface the Ogre Wyrmic level 50
48th Dusk 123rd year of Ascendancy at 21:09 see stats
By Dragonface the Ogre Wyrmic level 50
16th Haze 123rd year of Ascendancy at 00:38 see stats
By Dragonface the Ogre Wyrmic level 50
58th Dusk 123rd year of Ascendancy at 21:10 see stats
By Dragonface the Ogre Wyrmic level 50
78th Dusk 123rd year of Ascendancy at 14:23 see stats
By Dragonface the Ogre Wyrmic level 16
66th Dusk 122nd year of Ascendancy at 20:44 see stats
By Dragonface the Ogre Wyrmic level 27
1st Decay 122nd year of Ascendancy at 21:51 see stats
By Dragonface the Ogre Wyrmic level 16
74th Dusk 122nd year of Ascendancy at 05:02 see stats
By Dragonface the Ogre Wyrmic level 39
64th Pyre 123rd year of Ascendancy at 21:16 see stats
By Dragonface the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 21:30 see stats
By Dragonface the Ogre Wyrmic level 50
15th Haze 123rd year of Ascendancy at 23:47 see stats
By Dragonface the Ogre Wyrmic level 34
47th Regrowth 123rd year of Ascendancy at 11:36 see stats
By Dragonface the Ogre Wyrmic level 35
48th Regrowth 123rd year of Ascendancy at 17:37 see stats
By Dragonface the Ogre Wyrmic level 6
9th Mirth 122nd year of Ascendancy at 20:38 see stats
By Dragonface the Ogre Wyrmic level 42
3rd Summertide 123rd year of Ascendancy at 16:26 see stats
By Dragonface the Ogre Wyrmic level 20
11st Haze 122nd year of Ascendancy at 22:32 see stats
By Dragonface the Ogre Wyrmic level 14
36th Dusk 122nd year of Ascendancy at 16:54 see stats
By Dragonface the Ogre Wyrmic level 50
18th Regrowth 124th year of Ascendancy at 08:44 see stats
By Dragonface the Ogre Wyrmic level 36
3rd Pyre 123rd year of Ascendancy at 07:12 see stats
Log
Wasting from Weaver matriarch hits Ghoulking for 7 temporal damage.
Acid Splash from Wretchling hits Ghoulking for 10 acid damage.
Skeleton mage hits Dragonface for 506 arcane damage.
Weaver matriarch hits Ghoulking for 8 temporal damage.
Losselhing hits Skeleton mage for 42 nature, 5 cold (47 total damage).
Elandar activates a prepared device.
Argoniel is no longer out of phase.
Elandar casts Freeze.
Dragonface resists!
Elandar hits Dragonface for 715 cold damage.
Skeleton warrior uses Bone Armour.
A shield forms around skeleton warrior.
Skeleton warrior uses Re-assemble.
Skeleton mage casts Flame.
Skeleton mage hits Dragonface for 155 fire damage.
Skeleton warrior receives 1327 healing from Re-assemble.
Talent Wild Growth is ready to use.
Dragonface receives 71 healing.
Burning from Skeleton mage hits Dragonface for 287 fire damage.
Elandar casts Lightning.
Elandar's spell attains critical power!
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Skeleton mage is surging arcane power.
Dragonface shrugs off the critical damage!
Saving game...