
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 50 / 1721% |
| Size | big |
| Lifes / Deaths | Killed by Gyriara the swarming horror at level 19 on the 72nd Haze 122nd year of Ascendancy at 13:44 0 / 7Killed by Gluwen the giant eel at level 20 on the 73rd Haze 122nd year of Ascendancy at 08:57 Killed by Samson at level 34 on the 58th Dusk 123rd year of Ascendancy at 11:52 Killed by war hound at level 40 on the 80th Haze 123rd year of Ascendancy at 11:25 Killed by Gorbat, Supreme Wyrmic of the Pride at level 50 on the 20th Haze 124th year of Ascendancy at 03:11 Killed by Samson's temporal clone at level 50 on the 66th Haze 124th year of Ascendancy at 04:23 Killed by Xerymitira the orc pyromancer at level 50 on the 66th Haze 124th year of Ascendancy at 12:51 |
Primary Stats
| Strength | 146 (base 60) |
| Dexterity | 68 (base 42) |
| Constitution | 55 (base 9) |
| Magic | 113 (base 61) |
| Willpower | 53 (base 17) |
| Cunning | 140 (base 64) |
Resources
| Mana | 429/429 |
| Psi | 173/173 |
| Vim | 321/321 |
| Life | 1622/1622 |
| Positive | 166/177 |
| Stamina | 324/324 |
| Paradox | 300 |
| Healing Factor | 1.54 |
| Regeneration | 4.543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -56.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 51.156422789118 |
| See Invisible | 63.156422789117 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 72 |
| Crit Chance | 112% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 72 |
| Crit Chance | 108% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 70% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 108.68 (100%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 34 |
| Physical Save | 96 |
| Spell Save | 77 |
| Mental Save | 70 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 60% |
| Disarm Resistance | 10% |
| Knockback Resistance | 30% |
| Confusion Resistance | 10% |
| Stun Resistance | 5% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 33 for 11 turns. While Heroism is active, you will only die when reaching -1064 life. However, when below 0 you cannot see how much life you have left. 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 891 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 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 Magic stat. |
Class Talents
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Corruption / Torture | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Share the Pain |
| talent | Arcane Shield |
| talent | Crystalline Focus |
| talent | Skate |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Precognition (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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: 1990. | 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. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Isyda the dragonbone magestaff (30-36 power, 6 apr, physical element) =STATS MULTI= Isyda the dragonbone magestaff (30-36 power, 6 apr, physical element) =STATS MULTI=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +15.0% Changes stats: +10 Mag / +10 Cun / +10 Con Changes damage: +30% temporal / +33% physical / +30% light / +30% darkness Talents granted: +5 Disarm +1 Command Staff Critical mult.: +63.00% Reduces incoming crit damage: 10.00% Vim when firing critical spell: +7.00 Only die when reaching: -40.00 life Maximum vim: +50.00 Maximum neg.energy: +39.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +40 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Disarm immunity: +0% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
| Light source | dwarven lantern 'Bethiramira' =ORC MULTI= dwarven lantern 'Bethiramira' =ORC MULTI=Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +7 Wil Changes resistances: +9% cold Changes damage: +0% light Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Physical save: +15 (+3 eff.) Silence immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +5% Psi when hit: +0.12 Maximum psi: +40.00 Light radius: +9 See stealth: +0 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | voratun helm 'Viperzeal' (0 def, 5 armour) voratun helm 'Viperzeal' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +22 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +6 Wil / +6 Con Changes resistances: +15% physical Changes resistances penetration: +10% nature Changes damage: +15% physical Physical save: +40 (+7 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Maximum life: +40.00 Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent 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 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +100% Teleport immunity: +0% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Tool | voratun pickaxe 'Zubolle' (dig speed 3 turns) =CD= voratun pickaxe 'Zubolle' (dig speed 3 turns) =CD=Requires: - Level 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Armour: +5 Defense: +7 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% physical Changes damage: +15% fire / +13% mind / +6% arcane Critical mult.: +20.00% Physical save: +29 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +13 (+3 eff.) Maximum mana: +80.00 Maximum vim: +10.00 Lowers spell cool-downs by: 10% Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | Weeptide =GLUM FIRE PHYS= Weeptide =GLUM FIRE PHYS=Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 nature Changes stats: +10 Cun / +2 Wil Changes resistances: +40% fire Changes damage: +20% fire / +12% physical / +8% all Critical mult.: +6.00% Mana each turn: +0.08 Vim when hit: +1.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +15.00 Spellpower: +24 (+5 eff.) Mindpower: +20 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Xerelle the Scorchbrace =MAG FIRE= Xerelle the Scorchbrace =MAG FIRE=Requires: - Level 35 Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +8 Cun / +18 Mag Changes resistances: +3% lightning Changes resistances penetration: +15% temporal / +10% fire Changes damage: +12% fire / +12% temporal Spell save: +20 (+5 eff.) Blindness immunity: +50% Silence immunity: +50% Mana each turn: +0.40 Vim when hit: +1.00 Spellpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +19 See invisible: +25 Rings can have magical properties. This item has been sent to the Item's Vault. |
| Around neck | Splendourtyphoon the voratun amulet =FIRE MULTI= Splendourtyphoon the voratun amulet =FIRE MULTI=Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Fatigue: -10% Effects on melee hit: * 30% chance to gain 10% of a turn * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +10 Dex / +9 Cun / +10 Con Changes resistances: +6% light / +6% temporal Changes damage: +15% blight / +15% fire / +9% temporal Critical mult.: +40.00% Physical save: +25 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +24 (+6 eff.) Life regen: +1.30 Stamina each turn: +1.50 Spellpower: +15 (+3 eff.) Light radius: +1 Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
| In main hand | Sawrd (30-48 power, 19 apr) Sawrd (30-48 power, 19 apr)Requires: - Magic 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Burst (radius 1) on hit: +0 20% chance of physical repulsion Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault Talent granted: +5 Flame Bolts A brutal weapon of countless blades. This item has been sent to the Item's Vault. |
| Around waist | Dairohek the Stokejam Dairohek the StokejamRequires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +0 (+0 eff.) Fatigue: +0% Damage when hit (Melee): 12 blight Changes stats: +5 Dex / +8 Wil / +6 Cun / +10 Lck Changes resistances: +10% acid / +8% fire / +10% cold / +9% lightning Changes damage: +6% fire Trap disarming bonus: +28 Stealth bonus: +15 Maximum encumbrance: +0 Spell save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Mana when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +110.00 Infravision radius: +6 Slows Projectiles: +0% A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In off hand | Dethzaw (40-60 power, 27 apr) Dethzaw (40-60 power, 27 apr)Requires: - Magic 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 110% Mag Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Physical crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talents granted: +5 Flame Bolts +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. This item has been sent to the Item's Vault. |
| Cloak | Grinoldir the elven-silk cloak (18 def, 10 armour) =COMBAT= Grinoldir the elven-silk cloak (18 def, 10 armour) =COMBAT=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +10 Defense: +18 (+6 eff.) Changes stats: +13 Str / +5 Dex / +6 Wil / +8 Cun / +10 Con Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 17.00% Physical save: +24 (+4 eff.) Spell save: -7 (-1 eff.) Mental save: +25 (+6 eff.) Life regen: +0.60 Stamina each turn: +1.50 Mana each turn: -0.60 Mental crit. chance: +8% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Arawyn (9 def, 32 armour) Arawyn (9 def, 32 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +26 (+4 eff.) Armour: +32 Defense: +9 (+3 eff.) Fatigue: +18% Changes stats: +8 Str / +7 Mag / +6 Wil Changes resistances: +11% acid / +10% physical / +13% cold / +28% lightning / +12% fire Changes damage: +3% physical Talent granted: +5 Fiery Cleansing Maximum encumbrance: +30 Physical save: +6 (+1 eff.) Life regen: +0.40 Spellpower: +20 (+4 eff.) Spell crit. chance: +10% Mindpower: +22 (+6 eff.) Mental crit. chance: +5% A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 204% / cooldown 78%) medical injector implant of the psychic (efficiency 204% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 204% efficiency and cooldown mod of 78%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 298% / cooldown 61%) medical injector implant of the sneak (efficiency 298% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 298% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 341% / cooldown 69%) medical injector implant of the sneak (efficiency 341% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 341% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 308% / cooldown 81%) medical injector implant of the warrior (efficiency 308% / cooldown 81%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 308% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 344% / cooldown 71%) medical injector implant of the warrior (efficiency 344% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 344% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 284% / cooldown 71%) medical injector implant of the warrior (efficiency 284% / cooldown 71%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 284% efficiency and cooldown mod of 71%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 343% / cooldown 68%) medical injector implant of the warrior (efficiency 343% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 343% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 238% / cooldown 66%) medical injector implant of the wizard (efficiency 238% / cooldown 66%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 238% efficiency and cooldown mod of 66%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 268% / cooldown 58%) medical injector implant of the wizard (efficiency 268% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 268% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 269% / cooldown 53%) medical injector implant of the wizard (efficiency 269% / cooldown 53%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 269% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 318% / cooldown 63%) medical injector implant of the wizard (efficiency 318% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 318% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 270% / cooldown 50%) medical injector implant of the wizard (efficiency 270% / cooldown 50%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 20) steam generator implant of the warrior (steam 20)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.3 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 19) steam generator implant of the wizard (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 15) steam generator implant of the wizard (steam 15)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 220) healing infusion of the psychic (heal 220)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and 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 sneak (heal 537) healing infusion of the sneak (heal 537)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 537 and cleanse 1 wound and 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 541) healing infusion of the warrior (heal 541)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 541 and cleanse 1 wound and 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 wizard (heal 406) healing infusion of the wizard (heal 406)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 406 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 400) healing infusion of the wizard (heal 400)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 400 and cleanse 1 wound and poison effect. 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. |
healing infusion of the wizard (heal 406) healing infusion of the wizard (heal 406)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 406 and cleanse 1 wound and poison effect. 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. |
heroism infusion of the sneak (+32 for 11 turns, die at -1143) heroism infusion of the sneak (+32 for 11 turns, die at -1143)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 11 turns. While Heroism is active, you will only die when reaching -1143 life. However, when below 0 you cannot see how much life you have left. 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 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. |
heroism infusion of the warrior (+35 for 9 turns, die at -1174) heroism infusion of the warrior (+35 for 9 turns, die at -1174)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 9 turns. While Heroism is active, you will only die when reaching -1174 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+28 for 11 turns, die at -1246) heroism infusion of the wizard (+28 for 11 turns, die at -1246)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 11 turns. While Heroism is active, you will only die when reaching -1246 life. However, when below 0 you cannot see how much life you have left. 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 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. |
movement infusion of the sneak (1131% speed; 5 turns) movement infusion of the sneak (1131% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1131% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the warrior (1113% speed; 6 turns) movement infusion of the warrior (1113% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1113% 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 wizard (846% speed; 5 turns) movement infusion of the wizard (846% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 846% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the wizard (880% speed; 6 turns) movement infusion of the wizard (880% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 880% 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 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. |
regeneration infusion of the duelist (heal 496 over 5 turns) regeneration infusion of the duelist (heal 496 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 496 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 377 over 5 turns) regeneration infusion of the psychic (heal 377 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 377 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 sneak (heal 866 over 5 turns) regeneration infusion of the sneak (heal 866 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 866 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 815 over 5 turns) regeneration infusion of the sneak (heal 815 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 815 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 822 over 5 turns) regeneration infusion of the sneak (heal 822 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 822 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 840 over 5 turns) regeneration infusion of the warrior (heal 840 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 840 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 1049 over 5 turns) regeneration infusion of the warrior (heal 1049 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1049 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 856 over 5 turns) regeneration infusion of the warrior (heal 856 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 856 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 wizard (heal 674 over 5 turns) regeneration infusion of the wizard (heal 674 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 674 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 1048 over 5 turns) regeneration infusion of the wizard (heal 1048 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1048 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 620 over 5 turns) regeneration infusion of the wizard (heal 620 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 620 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 704 over 5 turns) regeneration infusion of the wizard (heal 704 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 704 life over 5 turns. 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 28%; cure mental) wild infusion of the wizard (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 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 35%; cure magical) wild infusion of the wizard (resist 35%; 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 35% for 5 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. |
acid wave rune of the warrior (432 acid damage; dur 5; apply 93) acid wave rune of the warrior (432 acid damage; dur 5; apply 93)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 432.30 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 93. The surge of natural acids will remove one detrimental magical effect from you. 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. |
controlled phase door rune of the sneak (range 20) controlled phase door rune of the sneak (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 20. 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. |
controlled phase door rune of the sneak (range 20) controlled phase door rune of the sneak (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 20. 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 duelist (445 lightning damage) lightning rune of the duelist (445 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 148.45 to 445.35 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 (627 lightning damage) lightning rune of the sneak (627 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 209.09 to 627.26 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 (674 lightning damage) lightning rune of the warrior (674 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: 8 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 224.61 to 673.83 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 wizard (487 lightning damage) lightning rune of the wizard (487 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 162.27 to 486.82 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 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. |
shielding rune of the psychic (absorb 502 for 6 turns) shielding rune of the psychic (absorb 502 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: 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 502 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 450 for 5 turns) shielding rune of the psychic (absorb 450 for 5 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: 20 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 450 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 866 for 4 turns) shielding rune of the sneak (absorb 866 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: 16 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 866 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 sneak (absorb 743 for 4 turns) shielding rune of the sneak (absorb 743 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: 18 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 743 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 sneak (absorb 869 for 6 turns) shielding rune of the sneak (absorb 869 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: 15 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 869 damage for 6 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 titan (absorb 515 for 6 turns) shielding rune of the titan (absorb 515 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: 22 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 515 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 773 for 3 turns) shielding rune of the warrior (absorb 773 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 773 damage for 3 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. |
shielding rune of the warrior (absorb 827 for 5 turns) shielding rune of the warrior (absorb 827 for 5 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: 16 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 827 damage for 5 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. |
shielding rune of the warrior (absorb 974 for 5 turns) shielding rune of the warrior (absorb 974 for 5 turns)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 974 damage for 5 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. This item has been sent to the Item's Vault. |
shielding rune of the warrior (absorb 852 for 6 turns) shielding rune of the warrior (absorb 852 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: 20 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 852 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. |
shielding rune of the wizard (absorb 715 for 3 turns) shielding rune of the wizard (absorb 715 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 715 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 222) teleportation rune of the wizard (range 222)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 222 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. |
teleportation rune of the wizard (range 223) teleportation rune of the wizard (range 223)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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 223 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. |
teleportation rune of the wizard (range 217) teleportation rune of the wizard (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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 247) teleportation rune of the wizard (range 247)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 247 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. |
schematic: Brain Cap schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Adyda the Kilnkill =TIER 2 FIRE= Adyda the Kilnkill =TIER 2 FIRE=Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Mag Changes resistances penetration: +25% fire Changes damage: +6% blight / +7% fire Critical mult.: +14.00% Physical save: +12 (+2 eff.) Spell save: +14 (+4 eff.) Mental save: +13 (+3 eff.) Spellpower: +7 (+2 eff.) Amulets can have magical properties. This item has been sent to the Item's Vault. |
Aerorig AerorigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +14% fire / +14% cold Reduces incoming crit damage: 10.00% Stamina each turn: +0.40 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Falorin FalorinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+6 eff.) Fatigue: -9% Changes stats: +12 Dex / +2 Mag / +9 Cun / +16 Con / +17 Lck Changes resistances: +26% light / +27% darkness Changes resistances penetration: +5% physical Grants telepathy: Dragon Physical save: +16 (+3 eff.) Blindness immunity: +40% Life regen: +4.60 Stamina each turn: +1.50 Only die when reaching: -20.00 life Maximum life: +80.00 Infravision radius: +3 Movement speed: +10% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Islida IslidaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% mind Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Mental save: +9 (+2 eff.) Confusion immunity: +28% Amulets can have magical properties. |
Nohad the Scaldlord Nohad the ScaldlordCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 fire Changes resistances: +6% blight Changes resistances penetration: +5% fire Changes damage: +12% blight / +6% fire Life regen: +2.20 Amulets can have magical properties. |
Samerig the Growlord Samerig the GrowlordInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str Changes resistances penetration: +10% nature Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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... |
archmage's voratun amulet of magic (+15) archmage's voratun amulet of magic (+15)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15 Mag Changes damage: +8% acid / +8% fire / +5% cold / +7% lightning Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
grounding gold amulet of willpower (+4) =WIL= grounding gold amulet of willpower (+4) =WIL=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
steel amulet 'Balivor' =TIER 2 PHYS SPEED= steel amulet 'Balivor' =TIER 2 PHYS SPEED=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +5% physical Changes damage: +9% physical Combat speed: +10% Healing mod.: +20% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 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 10 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. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Deepspanic DeepspanicInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% nature / +15% blight Changes resistances penetration: +10% darkness / +10% fire Spell save: +19 (+5 eff.) Mental save: +12 (+3 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +37% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Maximum stamina: +35.00 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hellenvy HellenvyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Spellpower: +9 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Isylrata IsylrataInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% nature / +3% lightning Mental save: +5 (+1 eff.) Blindness immunity: +15% Confusion immunity: +24% Rings can have magical properties. |
Lightningmalice the gold ring Lightningmalice the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +32% darkness Changes resistances penetration: +15% fire Changes damage: +21% lightning / +9% fire / +16% darkness Rings can have magical properties. |
Malandur =SPEED= Malandur =SPEED=Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +45 (+11 eff.) Armour penetration: +16 Defense: +30 (+9 eff.) Changes stats: +9 Cun / +8 Dex Changes resistances: +9% blight Changes resistances penetration: +15% arcane Physical save: +20 (+4 eff.) Pinning immunity: +15% Stun/Freeze immunity: +15% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mindpower: +2 (+1 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 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 38% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 39 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Scorchhacker the steel ring Scorchhacker the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +2 Mag Changes damage: +6% fire Maximum mana: +20.00 Spellpower: +9 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Turerim TurerimInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +12 (+4 eff.) Changes stats: +2 Mag / +6 Cun / +1 Con Changes resistances: +26% lightning Changes damage: +13% lightning / +5% all Reduces incoming crit damage: 10.00% Spellpower: +8 (+2 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Vorelrawen the steel ring =VIM PHYS= Vorelrawen the steel ring =VIM PHYS=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +14% physical Changes damage: +3% mind / +14% physical Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Vorotira the Daybender Vorotira the DaybenderPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +7 Mag / +6 Cun / +6 Con Changes resistances: +9% acid Changes resistances penetration: +10% acid Changes damage: +6% acid / +6% arcane Spell save: +20 (+5 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +49.00 Maximum stamina: +34.00 Maximum psi: +40.00 Maximum vim: +20.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +4% Light radius: +1 Rings can have magical properties. |
copper ring 'Blazeripper' copper ring 'Blazeripper'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Light radius: +3 Rings can have magical properties. |
gladiator's voratun ring of corrosion (+40%) =ACID= gladiator's voratun ring of corrosion (+40%) =ACID=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +9 Str / +8 Con Changes resistances: +40% acid Changes damage: +20% acid Rings can have magical properties. |
gold ring 'Betuth' gold ring 'Betuth'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +7% blight / +10% nature / +6% light Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Poison immunity: +14% Disease immunity: +16% Confusion immunity: +30% Life regen: +1.10 Equilibrium when hit: +0.04 Maximum life: +68.00 Mindpower: +4 (+1 eff.) Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
gold ring 'Vorelle' gold ring 'Vorelle'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +8 Str / +7 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind / +25% temporal Changes damage: +12% mind Rings can have magical properties. |
gold ring of light (+22%) gold ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
mule's copper ring of light (+22%) mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +22 Rings can have magical properties. |
mule's steel ring of fire (+20%) mule's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +26 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Kindlequencher' voratun ring 'Kindlequencher'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +18% fire Changes resistances penetration: +10% fire / +10% temporal Changes damage: +6% temporal Mental save: +8 (+2 eff.) Confusion immunity: +40% Spellpower: +23 (+5 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. |
voratun ring of warding voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +22% fire / +30% lightning / +30% cold Rings can have magical properties. |
warrior's gold ring of life warrior's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +1.00 Maximum life: +54.00 Healing mod.: +21% Rings can have magical properties. |
warrior's voratun ring of nature (+40%) =NATURE= warrior's voratun ring of nature (+40%) =NATURE=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +40% nature Changes damage: +20% nature Rings can have magical properties. |
Ce'Norin the voratun battleaxe (56.5-84.75 power, 4 apr) =ACC= Ce'Norin the voratun battleaxe (56.5-84.75 power, 4 apr) =ACC=Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% Damage Shield penetration (this weapon only): +10% Damage (Melee): +26 light Damage against: +35% Undead When wielded/worn: Accuracy: +46 (+11 eff.) Physical power: +4 (+0 eff.) Changes stats: +12 Str / +10 Dex / +3 Con Changes resistances penetration: +5% physical Changes damage: +24% physical Reduces incoming crit damage: 10.00% Physical save: +3 (+0 eff.) Stamina when hit: +4.00 Maximum stamina: +10.00 Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Magic 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% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical 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 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 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 391.50 fire damage, and flames will be left dealing a further 91.58 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. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 27% Cun, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Mag, 24% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 33% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Astelrid's Clubstaff (45-67.5 power, 4 apr) Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Magic 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+3 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 444.96 to 1334.88 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1159.78 to 2319.56 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Samerath the voratun greatmaul (70.5-105.75 power, 4 apr) =ACID= Samerath the voratun greatmaul (70.5-105.75 power, 4 apr) =ACID=Requires: - Magic 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: 70.5 - 105.8 Uses stat: 120% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 1) on hit: +28 fire When wielded/worn: Physical crit. chance: +42.0% Physical power: +21 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Changes resistances: +9% temporal / +12% cold Stun/Freeze immunity: +15% Spellpower: +8 (+2 eff.) Massive two-handed mauls. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Magic 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: 67.0 - 107.2 Uses stats: 115% Mag, 20% Con Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 126 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Magic 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 stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical 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. This item has been sent to the Item's Vault. |
voratun longsword 'Drurorim' (43.5-60.9 power, 6 apr) =BLIGHT= voratun longsword 'Drurorim' (43.5-60.9 power, 6 apr) =BLIGHT=Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +26 blight Burst (radius 1) on hit: +12 blight / +8 arcane When wielded/worn: Physical crit. chance: +26.0% Physical power: +15 (+2 eff.) Changes resistances penetration: +5% arcane Changes damage: +6% blight Sharp, long, and deadly. |
Beluvena the Glitterqueen (30-36 power, 6 apr, physical element) Beluvena the Glitterqueen (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Physical crit. chance: +13.0% Armour: +12 Armour Hardiness: +12% Changes stats: +10 Mag / +1 Wil / +10 Cun / +10 Con Changes damage: +3% fire / +6% light / +30% physical Talent granted: +1 Command Staff Critical mult.: +60.00% Physical save: +12 (+2 eff.) Vim when firing critical spell: +7.00 Maximum psi: +10.00 Maximum vim: +41.00 Maximum neg.energy: +44.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Betuth the Sootwitch (30-36 power, 6 apr, light element) =MANA BLIGHT= Betuth the Sootwitch (30-36 power, 6 apr, light element) =MANA BLIGHT=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +12 Mag / +11 Wil Changes resistances: +12% darkness Changes resistances penetration: +10% blight Changes damage: +30% light / +6% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum mana: +196.00 Spellpower: +38 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Dagirim the Lightreign (30-36 power, 6 apr, cold element) Dagirim the Lightreign (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Changes stats: +7 Mag / +6 Wil / +7 Con Changes resistances: +6% light Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Life regen: +1.80 Maximum mana: +110.00 Spellpower: +37 (+8 eff.) Spell crit. chance: +5% Infravision radius: +1 Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. |
Flarejustice the dragonbone vilestaff (30-36 power, 6 apr, physical element) Flarejustice the dragonbone vilestaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 40% chance to blind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Defense: +27 (+8 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 37 arcane Damage when hit (Melee): 8 light Changes resistances: +6% fire Maximum wards: +3 physical Changes damage: +30% physical Talents granted: +5 Ward +1 Command Staff Maximum mana: +120.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% Light radius: +7 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 138.64 light damage. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Polybeth the dragonbone starstaff (30-36 power, 10 apr, physical element) =short= Polybeth the dragonbone starstaff (30-36 power, 10 apr, physical element) =short=Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +7 Con Changes resistances: +3% fire / +3% nature / +2% physical Changes damage: +48% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +30 (+5 eff.) Life regen: +2.00 Spellpower: +32 (+7 eff.) Spell crit. chance: +9% Light radius: +4 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 186.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
Tulohad the dragonbone vilestaff (30-36 power, 6 apr, darkness element) =BLIGHT= Tulohad the dragonbone vilestaff (30-36 power, 6 apr, darkness element) =BLIGHT=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 blight Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +13.0% Defense: +25 (+8 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +4 Str / +1 Con Changes damage: +30% darkness / +6% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.40 Spellpower: +38 (+8 eff.) Spell crit. chance: +5% Light radius: +2 Damage Shield penetration: +35% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Daimysus' (30-36 power, 6 apr, cold element) =short= dragonbone magestaff 'Daimysus' (30-36 power, 6 apr, cold element) =short=Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +2 Dex / +2 Wil / +9 Con Changes resistances: +12% darkness / +6% lightning Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 5.00% Physical save: +20 (+4 eff.) Knockback immunity: +10% Life regen: +1.80 Spellpower: +35 (+7 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +29% 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 138.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Serpentfame' (30-36 power, 6 apr, fire element) =PROC MULTI= dragonbone magestaff 'Serpentfame' (30-36 power, 6 apr, fire element) =PROC MULTI=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 39 arcane / 35 fire Changes stats: +1 Cun / +2 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +39.00% Hate when firing a critical mind attack: +2.00 Maximum mana: +118.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +20% Mental crit. chance: +6% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Xeryda' (30-36 power, 6 apr, physical element) =VIM MULTI= dragonbone magestaff 'Xeryda' (30-36 power, 6 apr, physical element) =VIM MULTI=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 17% chance to disease Changes stats: +8 Mag / +9 Cun / +6 Con Changes resistances: +2% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +58.00% Spell save: +6 (+2 eff.) Vim when firing critical spell: +12.00 Maximum stamina: +20.00 Maximum vim: +75.00 Maximum neg.energy: +42.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Bethulle BethulleRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 49% chance to cause random gloom Travel speed: +600% Damage (Ranged): +32 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +3 Physical power: +4 (+0 eff.) Changes stats: +2 Str Changes resistances: +10% all Changes resistances penetration: +15% nature / +42% physical Changes damage: +22% physical Life regen: +0.40 Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Kheluronik the Blazeblack =AM PHYS= Kheluronik the Blazeblack =AM PHYS=Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 25 manaburn arcane Changes stats: +6 Cun / +4 Wil Changes resistances: +3% darkness / +9% lightning Changes resistances penetration: +34% physical Changes damage: +19% physical Talent mastery: +0.20 Wild-gift / Antimagic Mental save: +3 (+1 eff.) Silence immunity: +15% Teleport immunity: +10% Mindpower: +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Murderfang's Surekill Murderfang's SurekillRequires: - Dexterity 40 - Cunning 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 288.79. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Dourstun (39.5-55.3 power, 6 apr) Dourstun (39.5-55.3 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 15% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Changes stats: +4 Mag Changes resistances penetration: +5% darkness / +12% physical Changes damage: +15% physical Critical mult.: +5.00% Maximum mana: +40.00 Spell crit. chance: +1% One-handed war axes. |
Issedar (39.5-55.3 power, 6 apr) =BLIGHT= Issedar (39.5-55.3 power, 6 apr) =BLIGHT=Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +20 lightning / +8 blight Burst (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun Changes resistances penetration: +15% fire Global speed: +4% Heals friendly targets nearby when you use a nature summon: +20 One-handed war axes. |
Cinderjustice the drakeskin leather belt Cinderjustice the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +30 Defense: +8 (+2 eff.) Changes stats: +4 Str / +5 Mag / +2 Wil / +2 Cun Changes resistances: +12% fire Changes damage: +12% arcane Physical save: +22 (+4 eff.) Mana each turn: +0.45 Maximum mana: +60.00 Light radius: +2 See invisible: +6 It can be used to create a temporary shield that absorbs 305 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 48 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Festerhunt the drakeskin leather belt Festerhunt the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +11 Effects on melee hit: * Slows global speed by 40% * 15% chance to daze Changes damage: +3% nature / +9% lightning Physical save: +12 (+2 eff.) Spell save: +14 (+4 eff.) Mindpower: +7 (+2 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 317 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Lisylevena the drakeskin leather belt Lisylevena the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +2.0% Armour: +10 Changes stats: +5 Mag / +6 Wil Physical save: +9 (+1 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.32 Only die when reaching: -80.00 life Maximum life: +90.00 Maximum mana: +43.00 It can be used to create a temporary shield that absorbs 239 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Searwilter the drakeskin leather beltSearwilter the drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Defense: +23 (+7 eff.) Changes resistances: +6% acid / +6% temporal / +15% nature / +6% light Changes damage: +12% fire Stealth bonus: +11 Spell save: +26 (+6 eff.) Cut immunity: +10% A belt that goes around your waist. |
Turathel the hardened leather belt Turathel the hardened leather beltRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% lightning / +10% temporal Changes resistances penetration: +5% physical Changes damage: +6% acid Maximum encumbrance: +40 Only die when reaching: -80.00 life Maximum life: +81.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt 'Beluregodig'drakeskin leather belt 'Beluregodig' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 acid Changes stats: +1 Wil / +2 Mag Changes resistances: +6% acid / +15% fire / +15% cold Changes resistances penetration: +15% temporal Critical mult.: +20.00% Mana each turn: +0.12 Spellpower: +6 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Adumirin' =TIER 3 MIND= hardened leather belt 'Adumirin' =TIER 3 MIND=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Changes resistances penetration: +15% mind Changes damage: +6% mind Critical mult.: +8.00% Physical save: +8 (+1 eff.) Life regen: +1.90 Maximum hate: +4.00 Maximum psi: +10.00 Mindpower: +12 (+3 eff.) Healing mod.: +16% A belt that goes around your waist. |
hardened leather belt 'Islira' =AM= hardened leather belt 'Islira' =AM=Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 8 physical Changes resistances: +17% acid / +5% blight / +7% fire / +6% lightning / +7% cold Changes resistances penetration: +5% mind Changes damage: +12% physical Critical mult.: +5.00% Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)Requires: - Level 25 Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +0% lightning Physical save: +10 (+2 eff.) Stun/Freeze immunity: +0% Has a 50% chance each turn to slash an adjacent enemy for 515 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. This item has been sent to the Item's Vault. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +0% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Stun/Freeze immunity: +0% Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. This item has been sent to the Item's Vault. |
Duathelsun the elven-silk cloak (18 def, 13 armour) =COMBAT= Duathelsun the elven-silk cloak (18 def, 13 armour) =COMBAT=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Physical power: +6 (+1 eff.) Armour: +13 Defense: +18 (+6 eff.) Changes stats: +6 Str / +6 Dex / +9 Con Changes resistances: +18% blight / +30% cold / +20% nature / +6% darkness Talent mastery: +0.40 Technique / Combat training Physical save: +15 (+3 eff.) Spell save: -22 (-5 eff.) Life regen: +3.60 Stamina each turn: +1.10 Mana each turn: -0.60 Maximum life: +20.00 Healing mod.: +20% 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: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 447.12 cold damage and condensing the air into freezing vapors that deal 149.04 cold damage (based on Magic) each turn for 10 turns, costing 30 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. |
cashmere cloak 'Emelisethra' (2 def, 0 armour) =TIER 3= cashmere cloak 'Emelisethra' (2 def, 0 armour) =TIER 3=Requires: - Level 15 Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Wil / +3 Cun / +2 Con Changes damage: +9% physical Critical mult.: +6.00% Reduces incoming crit damage: 10.00% Maximum life: +35.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
elven-silk cloak 'Morbusgrit' (3 def, 0 armour) =CUN DEX= elven-silk cloak 'Morbusgrit' (3 def, 0 armour) =CUN DEX=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 47% chance to corrode armour Changes stats: +1 Str / +14 Dex / +5 Wil / +18 Cun Changes resistances: +3% nature / +6% acid Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionreek (0 def, 15 armour) Carrionreek (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +15 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 nature Changes stats: +10 Str / +10 Con Changes resistances: +3% fire / +12% nature / +6% darkness Changes damage: +6% mind / +10% physical Spell save: +31 (+7 eff.) Infravision radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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. |
Hettohor the pair of drakeskin leather boots (0 def, 13 armour) Hettohor the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +3 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +14% acid / +10% fire / +10% lightning / +12% cold Spell save: +3 (+1 eff.) Mana each turn: +0.46 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +36.00 Spell crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Manaran the Pyrequake (0 def, 5 armour) =FIRE= Manaran the Pyrequake (0 def, 5 armour) =FIRE=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 49% chance to inflict damage reduction Changes stats: +8 Mag / +8 Wil Changes resistances: +21% fire / +15% cold Changes resistances penetration: +10% darkness / +5% acid Changes damage: +3% darkness / +24% fire It can be used to blink to a nearby random location (rad 47), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Chamedunarak the hardened leather gloves (0 def, 2 armour) =ARCANE= Chamedunarak the hardened leather gloves (0 def, 2 armour) =ARCANE=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 8 fire / 7 cold / 7 lightning Changes stats: +4 Mag / +4 Wil Changes resistances: +9% acid Changes damage: +18% arcane Spell save: +9 (+3 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +13 ice / +18 fire / +18 acid / +19 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Poluda (0 def, 3 armour) Poluda (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 15 acid Changes resistances: +10% acid Changes damage: +11% acid Critical mult.: +34.00% Life regen: +5.20 Stamina each turn: +1.10 Psi each turn: +0.40 Mana when firing critical spell: +1.00 Spell crit. chance: +19% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Burst (radius 1) on hit: +16 physical Burst (radius 2) on crit: +15 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Disarm immunity: +0% When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 10% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. This item has been sent to the Item's Vault. |
heroic voratun gauntlets of dispersion (0 def, 9 armour) heroic voratun gauntlets of dispersion (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 14 arcane Changes stats: +10 Mag / +10 Wil Changes resistances: +10% arcane Mental save: +12 (+3 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +19 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Brighttrencher the elven-silk wizard hat (3 def, 0 armour)Brighttrencher the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 60% chance to blind Damage when hit (Melee): 4 nature Changes resistances: +27% darkness / +6% light Changes resistances penetration: +10% nature / +15% light Changes damage: +9% acid / +18% darkness / +6% light Light radius: +1 A pointy cloth hat, very wizardly... |
Layenor the dwarven-steel helm (0 def, 4 armour) =DEPTHS= Layenor the dwarven-steel helm (0 def, 4 armour) =DEPTHS=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +6 Con Changes resistances: +8% acid / +7% cold / +9% lightning / +7% fire Allows you to breathe in: water Light radius: +1 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layomira the elven-silk wizard hat (3 def, 0 armour) Layomira the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Cun Changes resistances: +20% physical / +10% darkness / +9% blight / +30% fire / +6% nature / +5% arcane Changes resistances penetration: +15% mind Changes damage: +18% physical / +19% darkness / +20% fire Mental save: +13 (+3 eff.) Maximum hate: +13.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Pitchdash (8 def, 13 armour) Pitchdash (8 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 darkness / 10 physical Changes stats: +3 Str / +10 Dex / +1 Wil Changes resistances: +7% all Physical save: +15 (+3 eff.) Spell save: +10 (+3 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Damage Shield penetration: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1946.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootjam the drakeskin leather cap (0 def, 5 armour) =DARK= Sootjam the drakeskin leather cap (0 def, 5 armour) =DARK=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Dex / +5 Cun / +4 Con Changes resistances: +15% fire / +15% cold / +29% darkness / -20% light Changes damage: +18% darkness Life regen: +8.00 See invisible: +9 Healing mod.: +20% A cap made of leather. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
elven-silk wizard hat 'Loamkiller' (3 def, 0 armour) =WIL NATURE= elven-silk wizard hat 'Loamkiller' (3 def, 0 armour) =WIL NATURE=Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +6 Mag / +27 Wil / +7 Cun / +2 Con Changes resistances: +3% nature Changes damage: +9% nature Physical save: +15 (+3 eff.) Maximum life: +20.00 Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
voratun helm 'Gudan' (0 def, 5 armour) voratun helm 'Gudan' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +3 Dex / +0 Cun Changes resistances: +15% nature Changes resistances penetration: +10% arcane Changes damage: +12% physical Physical save: +33 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +0 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Maximum life: +95.00 Healing mod.: +30% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1946.6 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 325.84 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Belyhad the voratun plate armour (22 def, 26 armour) Belyhad the voratun plate armour (22 def, 26 armour)Requires: - Strength 60 - Talent 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: Accuracy: +8 (+2 eff.) Armour: +26 Defense: +22 (+7 eff.) Fatigue: +26% Damage when hit (Melee): 19 physical Changes stats: +10 Str / +8 Wil / +15 Cun Changes resistances: +19% darkness / +12% physical Changes damage: +6% temporal Physical save: +9 (+1 eff.) Mental save: +46 (+11 eff.) Life regen: +0.80 Maximum life: +30.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +0 Str / +0 Dex / +0 Mag / +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
2575 alchemist agate 2575 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. |
demon seed [fire imp] (level 50, body) demon seed [fire imp] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, finger) demon seed [fire imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, offhand) demon seed [fire imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, offhand) demon seed [quasit] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger) demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, offhand) demon seed [wretchling] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
Galathad the Sewerguile (dig speed 9 turns) Galathad the Sewerguile (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +9.0% Damage when hit (Melee): 8 nature Changes stats: +10 Str / +5 Wil Changes resistances: +6% fire / +7% darkness / +3% nature Changes resistances penetration: +15% temporal Mental crit. chance: +7% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +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 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangRequires: - Level 15 Infused 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. This item has been sent to the Item's Vault. |
Qog's Essentials Qog's EssentialsRequires: - Level 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. This item has been sent to the Item's Vault. |
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 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 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 305.65 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 305.65 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. |
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 (110 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Huresarek the pouch of voratun shots (22/22, 80.5-96.6 power, 18 apr) Huresarek the pouch of voratun shots (22/22, 80.5-96.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 80.5 - 96.6 Uses stats: 92% Cun, 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 22 On weapon hit: * 63% chance to corrode armour * Random elemental explosion Travel speed: +200% Damage (Ranged): +4 acid / +8 mind Burst (radius 1) on hit: +8 mind / +8 acid Burst (radius 2) on crit: +8 mind / +12 acid Shots are used with slings to pummel your foes to death. |
Airwreath the voratun torque of thermal psionic shield [power 255] (30 cooldown) Airwreath the voratun torque of thermal psionic shield [power 255] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% blight / +15% cold Maximum wards: +2 physical / +3 mind / +3 darkness Changes damage: +3% lightning Talent cooldown: Silence (+5 turn) Talents granted: +3 Silence +1 Ward Spell save: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 255 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Mayewe [power 237] (6 cooldown) Mayewe [power 237] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +3% mind Talent cooldown: Silence (+10 turn) Talent granted: +6 Silence Physical save: +9 (+1 eff.) Poison immunity: +10% Disease immunity: +10% Knockback immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 It can be used to fire a blast of psionic energies in a range 8 beam dealing 127.98 to 255.96 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
Murkwitch the voratun torque of psychoportation [power 258] (98 cooldown) =TP= Murkwitch the voratun torque of psychoportation [power 258] (98 cooldown) =TP=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +15% darkness Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+3 eff.) Mental crit. chance: +1% It can be used to teleport randomly (rad 258), putting all charms on cooldown for 98 turns. Torques are made by powerful psionics to store psionic powers. |
Shadowonslaught the dragonbone totem of thorny skin [power 90] (20 cooldown) =DARK ARMOR= Shadowonslaught the dragonbone totem of thorny skin [power 90] (20 cooldown) =DARK ARMOR=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +2 Cun Changes resistances: +12% light Changes damage: +18% darkness Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Charimmortal' [power 3] (10 cooldown) dragonbone totem of cure ailments 'Charimmortal' [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% fire Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws Equilibrium when hit: +0.08 It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of clairvoyance 'Brenaromildir' [power 13] (6 cooldown) dragonbone wand of clairvoyance 'Brenaromildir' [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +5% arcane Changes damage: +9% arcane Talent cooldown: Void Blast (+12 turn) Talent granted: +5 Void Blast Mana when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% It can be used to reveal the area around you, dispelling darkness (radius 13, power 93 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Glintwild' [power 453] (10 cooldown) dragonbone wand of firewall 'Glintwild' [power 453] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +3% light / +6% mind Talent granted: +8 Strike Light radius: +1 It can be used to creates a wall of flames lasting 4 turns (dealing 797 fire damage overall), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Samson the Ogre Adventurer level 36
59th Haze 123rd year of Ascendancy at 07:33 see stats
A different point of view (Madness (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Samson the Ogre Adventurer level 50
58th Dusk 124th year of Ascendancy at 18:43 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Samson the Ogre Adventurer level 35
61st Dusk 123rd year of Ascendancy at 07:35 see stats
Anti-Antimagic! (Madness (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Samson the Ogre Adventurer level 35
44th Haze 123rd year of Ascendancy at 00:52 see stats
Are you out of your mind?! (Madness (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Samson the Ogre Adventurer level 50
48th Dusk 124th year of Ascendancy at 06:53 see stats
Atamathoned! (Madness (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Samson the Ogre Adventurer level 50
5th Dusk 124th year of Ascendancy at 15:42 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Samson the Ogre Adventurer level 50
25th Dusk 124th year of Ascendancy at 11:11 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Samson the Ogre Adventurer level 39
74th Haze 123rd year of Ascendancy at 18:31 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Samson the Ogre Adventurer level 8
55th Dusk 122nd year of Ascendancy at 15:02 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Samson the Ogre Adventurer level 38
71st Haze 123rd year of Ascendancy at 01:39 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Samson the Ogre Adventurer level 38
70th Haze 123rd year of Ascendancy at 19:17 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Samson the Ogre Adventurer level 27
6th Pyre 123rd year of Ascendancy at 08:02 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Samson the Ogre Adventurer level 23
25th Regrowth 123rd year of Ascendancy at 00:15 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Samson the Ogre Adventurer level 27
7th Pyre 123rd year of Ascendancy at 06:46 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Samson the Ogre Adventurer level 31
43rd Dusk 123rd year of Ascendancy at 07:04 see stats
Fear of Fours (Madness (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Samson the Ogre Adventurer level 50
34th Haze 124th year of Ascendancy at 09:43 see stats
Guiding Hand (Madness (Adventure) difficulty)
Saved all escorted adventurers.By Samson the Ogre Adventurer level 36
63rd Haze 123rd year of Ascendancy at 13:40 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Samson the Ogre Adventurer level 20
74th Haze 122nd year of Ascendancy at 23:50 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Samson the Ogre Adventurer level 50
48th Dusk 124th year of Ascendancy at 07:02 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Samson the Ogre Adventurer level 10
65th Dusk 122nd year of Ascendancy at 11:42 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Samson the Ogre Adventurer level 20
72nd Haze 122nd year of Ascendancy at 15:31 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Samson the Ogre Adventurer level 30
74th Pyre 123rd year of Ascendancy at 09:47 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Samson the Ogre Adventurer level 40
80th Haze 123rd year of Ascendancy at 11:19 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Samson the Ogre Adventurer level 50
79th Pyre 124th year of Ascendancy at 06:24 see stats
Now, this is impressive! (Madness (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Samson the Ogre Adventurer level 50
14th Dusk 124th year of Ascendancy at 00:41 see stats
Orcrist (Madness (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Samson the Ogre Adventurer level 50
31st Haze 124th year of Ascendancy at 20:51 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Samson the Ogre Adventurer level 35
40th Haze 123rd year of Ascendancy at 05:35 see stats
Pest Control (Madness (Adventure) difficulty)
Killed 1000 reproducing vermin.By Samson the Ogre Adventurer level 50
32nd Haze 124th year of Ascendancy at 19:45 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Samson the Ogre Adventurer level 50
78th Dusk 124th year of Ascendancy at 02:15 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Samson the Ogre Adventurer level 21
9th Decay 122nd year of Ascendancy at 23:00 see stats
Shasshhiy'Kaish (Madness (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Samson the Ogre Adventurer level 25
75th Regrowth 123rd year of Ascendancy at 17:58 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Samson the Ogre Adventurer level 30
5th Flare 123rd year of Ascendancy at 20:11 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Samson the Ogre Adventurer level 21
11st Regrowth 123rd year of Ascendancy at 20:26 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Samson the Ogre Adventurer level 38
71st Haze 123rd year of Ascendancy at 06:41 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Samson the Ogre Adventurer level 42
22nd Regrowth 124th year of Ascendancy at 17:45 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Samson the Ogre Adventurer level 9
63rd Dusk 122nd year of Ascendancy at 04:31 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Samson the Ogre Adventurer level 50
32nd Haze 124th year of Ascendancy at 01:05 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Samson the Ogre Adventurer level 35
40th Haze 123rd year of Ascendancy at 05:33 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Samson the Ogre Adventurer level 12
76th Dusk 122nd year of Ascendancy at 06:37 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Samson the Ogre Adventurer level 30
5th Flare 123rd year of Ascendancy at 20:07 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Samson the Ogre Adventurer level 41
9th Allure 124th year of Ascendancy at 03:23 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Samson the Ogre Adventurer level 25
76th Regrowth 123rd year of Ascendancy at 04:53 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Samson the Ogre Adventurer level 16
57th Haze 122nd year of Ascendancy at 12:56 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Samson the Ogre Adventurer level 34
58th Dusk 123rd year of Ascendancy at 13:26 see stats
Well trained (Madness (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Samson the Ogre Adventurer level 47
47th Pyre 124th year of Ascendancy at 10:09 see stats
Log
Samson activates Arcane Shield.
Samson activates Shielding.
Samson activates Arcane Feed.
Samson activates Skate.
Samson activates Arcane Combat.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Samson quaffs the Blood of Life!
You feel the Blood of Life rushing through your veins.
You have no more Blood of Life.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Samson deactivates Arcane Shield.
Samson deactivates Chant of Fortitude.
Samson deactivates Share the Pain.
Samson deactivates Beyond the Flesh.
Samson deactivates Skate.
Samson deactivates Arcane Combat.
Samson deactivates Premonition.
Samson deactivates Shielding.
Samson deactivates Arcane Feed.
Samson deactivates Crystalline Focus.
