
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Square Field of Vision 1.3.1 Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width
- speed of scrolling
- delay before scrolling at top and bottom
- font size
- unlocked transparency
This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Hypostasis Code in Slumbering Caves 1.7.4Oh my god this stuff is so totally cool. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Items Vault 1.7.6Donators/Buyers bonus! Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 50 / 14828% |
| Size | medium |
| Lifes / Deaths | Killed by Betadhemina the faerlhing at level 50 on the 30th Loss 122nd year of Ascendancy at 22:40 / 1 |
Primary Stats
| Strength | 97 (base 63) |
| Dexterity | 102 (base 64) |
| Constitution | 87 (base 59) |
| Magic | 111 (base 60) |
| Willpower | 77 (base 63) |
| Cunning | 117 (base 58) |
Resources
| Mana | 453/459 |
| Equilibrium | 96 |
| Vim | 356/356 |
| Life | 3916/3916 |
| Positive | 192/197 |
| Stamina | 224/374 |
| Steam | 100/100 |
| Healing Factor | 2.4798704628102 |
| Regeneration | 24.42672405868 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 57.715056002026 |
| See Invisible | 61.715056002026 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 197 |
| Accuracy | 96 |
| Crit Chance | 82% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 81 |
| Accuracy | 96 |
| Crit Chance | 82% |
| APR | 85 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +63% |
| Arcane | +56% |
| Mind | +66% |
| All | +42% |
| Crit. mult. | +317% |
| Lightning | +54% |
| Light | +101% |
| Temporal | +57% |
| Physical | +70% |
| Fire | +51% |
| Darkness | +113% |
Offense: Damage Penetration
| Darkness | +74% |
| Light | +85% |
| Temporal | +33% |
| Blight | +25% |
| Arcane | +42% |
| Physical | +35% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 114.01697960112 (64.69962066283%) |
| Defense | 71 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 43 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 18%( 70%) |
| All | + 15%( 70%) |
| Crit. shrug | +101% |
| Lightning | + 70%( 70%) |
| Light | + 49%( 75%) |
| Temporal | + 57%( 70%) |
| Physical | + 46%( 70%) |
| Darkness | + 75%( 75%) |
| Fire | + 41%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse 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 247% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 374 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 922% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 72 up to 9 times. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Spell / Earth | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Spell / Fire | 1.40 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Corruption / Vile life | 1.00 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Race / Drem | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Feather Wind |
| talent | Thunderstorm |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Shards |
| talent | Shock Hands |
| talent | Premonition |
| talent | Shielding |
| talent | Elemental Discord |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 21. Mobile Defense |
| detrimental effect | All damage decreased by 10%. Dazzled |
| beneficial effect | The target is protected from silence effects. Sanctity |
| beneficial effect | The target is protected a raging storm deflecting up to 8 instances of damage over 72. Stormshield |
| beneficial effect | Reduces all damage taken by 598. Blocking |
| beneficial effect | The target is surrounded by a magical shield, absorbing 386/445 damage before it crumbles. Damage Shield |
| beneficial effect | Reduces lightning damage received by 24%. Premonition Shield |
| beneficial effect | The target's accuracy is improved by 100. Perfect Accuracy |
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. | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3354. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within18 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Corruptionhunt (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 22% chance to slow global speed by 73% Changes stats: +5 Mag Changes resistances penetration: +19% darkness Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Blindness immunity: +20% Silence immunity: +44% Confusion immunity: +47% Knockback immunity: +35% Lowers spell cool-downs by: 10% Resist all after a teleport: +34% A pair of boots made of leather. |
| Quiver | 1377 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. |
| Light source | Poridheta Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +8 Changes stats: +7 Wil Changes resistances penetration: +15% all Changes damage: +20% light Critical mult.: +19.00% Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +6 (+2 eff.) Silence immunity: +20% Confusion immunity: +24% Light radius: +12 See stealth: +10 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Prismpain (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +2 Str / +1 Wil / +4 Cun Changes damage: +14% physical / +33% darkness / +11% light Critical mult.: +22.09% Silence immunity: +50% Life regen: +6.00 Maximum psi: +10.00 Infravision radius: +1 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
| On hands | Voidbiter the voratun gauntlets (0 def, 17 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Armour: +17 Armour Hardiness: +13% Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 35% Changes stats: +8 Dex / +13 Cun / +14 Con Changes resistances: +12% physical Changes resistances penetration: +10% darkness Talent granted: +5 Iron Grip Critical mult.: +13.00% Equilibrium when hit: +0.08 Spell crit. chance: +20% Mindpower: +20 (+4 eff.) Mental crit. chance: +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Yveba (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Changes stats: +3 Str / +4 Mag Changes resistances penetration: +5% arcane / +20% physical Critical mult.: +30.00% Maximum mana: +45.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Dimkarma'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +16 (+3 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 22% chance to reduce armor by 51% Damage when hit (Melee): 4 darkness Changes resistances: +14% physical Changes resistances penetration: +15% light Changes damage: +14% physical / +3% darkness / +18% all Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Mindpower: +20 (+4 eff.) Mental crit. chance: +5% Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Baruregolen the BlindwirePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Armour penetration: +17 Defense: +14 (+3 eff.) Changes stats: +8 Dex Changes resistances penetration: +15% light Critical mult.: +5.00% Silence immunity: +41% Mana each turn: +0.40 Mana when firing critical spell: +2.02 Spellpower: +20 (+4 eff.) Resist all after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% darkness / +15% light Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 40/60) : Effective talent level: 3.0 Power cost: 18 out of 40/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 51 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
| In main hand | voratun shield 'Glarewilder' (0 def, 27 armour, 180% power, 418 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +418 Damage (radius 2) on crit: +40 light / +40 fire When wielded/worn: Armour: +27 Fatigue: +8% On shield block: * Deals 231 light and fire damage to each enemy blocked Changes stats: +7 Con Changes resistances: +15% fire Changes resistances penetration: +25% light Talent granted: +1 Block Physical save: +15 (+5 eff.) Handheld deflection devices. |
| Around waist | drakeskin leather belt 'Kindlevault' Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +7 Wil / +7 Mag Changes resistances: +6% fire Critical mult.: +14.00% Life regen: +3.60 Stamina each turn: +0.50 Mana each turn: +0.50 Spell crit. chance: +5% Healing mod.: +23% A belt that goes around your waist. |
| In off hand | Piercing Gaze (5 def, 25 armour, 150% power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% fire / +10% physical Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | elven-silk cloak 'Gloombreacher' (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 10 blight Changes resistances penetration: +15% darkness / +12% arcane Changes damage: +6% darkness / +14% arcane Critical mult.: +54.00% Stealth bonus: +12 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Resist all after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brodurabar (0 def, 10 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +10 Damage when hit (Melee): 34 darkness Changes stats: +2 Mag / +6 Cun / +6 Con Changes resistances: +15% all Changes resistances penetration: +10% arcane Changes damage: +21% darkness / +20% light / +24% all Grants telepathy: Demon/Major Demon/Minor Critical mult.: +10.00% Reduces incoming crit damage: 45.00% Mental save: +30 (+8 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.70 Spellpower: +50 (+9 eff.) Spell crit. chance: +9% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Infravision radius: +3 See invisible: +14 Healing mod.: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 168% / cooldown 52%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 136% / cooldown 80%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 80%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 160% / cooldown 54%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 126% / cooldown 65%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 127% / cooldown 57%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 57%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 104% / cooldown 52%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 52%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 233% / cooldown 65%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 233% efficiency and cooldown mod of 65%. 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.. Press to compare to your current inscriptions |
medical injector implant of the sneak (efficiency 232% / cooldown 98%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 98%. 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.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 183% / cooldown 55%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 21)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: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.9 steam per turn. Can be activated for an instant burst of 105 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 13)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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. 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.. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 295; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the sneak (heal 284; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the sneak (heal 285; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 285 then cleanse 1 wound, poison, and disease 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 nature talent. |
heroism infusion of the psychic (die at -696; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -696 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 696 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -978; dur 8; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -978 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 978 life, 8 duration) 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 nature talent. |
movement infusion of the duelist (speed 992%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 992% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 939%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 939% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 946%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 946% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 514; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 39%; mental, physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 36%; mental, physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 43%; magical, physical; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 37%; mental, physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 41%; magical, mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 39%; mental, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 8; phase 26; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 spell talent. |
blink rune of the wizard (range 9; phase 32; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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 spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 536; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 unleash a cone dealing 535.99 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
acid wave rune of the psychic (damage 263; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 unleash a cone dealing 262.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
manasurge rune of the warrior (regen 1818% over 10 turns; mana 91; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1818% for 10 turns (251 total) and instantly restoring 91 mana. Also when resting your mana will regenerate at 0.5 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 spell talent. |
manasurge rune of the wizard (regen 2085% over 10 turns; mana 104; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2085% for 10 turns (287 total) and instantly restoring 104 mana. Also when resting your mana will regenerate at 0.5 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 spell talent. |
shatter afflictions rune of the duelist (absorb 387; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 387 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 308; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 308 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 312; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 312 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 1153; dur 6; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 1153 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 spell talent. |
shielding rune of the warrior (absorb 1181; dur 7; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 1181 damage for 7 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 spell talent. |
stormshield rune of the sneak (threshold 27; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 7 times. 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 spell talent. Press to compare to your current inscriptions |
stormshield rune of the sneak (threshold 76; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 76 up to 6 times. 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 spell talent. Press to compare to your current inscriptions |
stormshield rune of the warrior (threshold 27; blocks 7; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 7 times. 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 spell talent. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 24; blocks 8; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 8 times. 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 spell talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.schematic: Black Light Emitter Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level.schematic: Iron Grip Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] 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 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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 35/35) : Effective talent level: 2.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 429 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet 'Eilinunn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Talent mastery: +0.27 Spell / Aegis Blindness immunity: +12% Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
CoalpiercePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 35% Changes stats: +5 Mag Changes resistances penetration: +5% darkness / +20% arcane Changes damage: +12% lightning / +12% fire / +15% arcane Cut immunity: +60% Spellpower: +8 (+2 eff.) Spell crit. chance: +10% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 317 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire Changes damage: +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (204). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Galelahad the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +5 (+1 eff.) Fatigue: -6% Changes stats: +4 Mag Changes resistances cap: +3% all Changes damage: +5% physical / +6% light / +5% darkness Critical mult.: +15.00% Physical save: +19 (+6 eff.) Life regen: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Resist all after a teleport: +5% Amulets make your neck look great! |
NimbussunPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +33 Changes stats: +8 Mag Critical mult.: +36.00% Resist all after a teleport: +15% Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances cap: +5% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
stralite amulet 'Emomithra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes stats: +9 Str / +6 Dex / +6 Wil / +1 Con Critical mult.: +18.00% Cut immunity: +22% Confusion immunity: +42% Life regen: +4.45 Healing mod.: +10% Amulets make your neck look great! |
stralite amulet 'Sepsisrace'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +13 Lck / +3 Wil Changes resistances penetration: +25% nature / +15% fire Mental save: +9 (+3 eff.) Blindness immunity: +37% Confusion immunity: +18% Mindpower: +10 (+2 eff.) Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
Ce'NyvenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +9 Dex / +1 Mag / +4 Wil Changes damage: +7% physical Talent masteries: +0.39 Steamtech / Physics +0.40 Celestial / Chants Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +20.00 Combat speed: +10% Amulets make your neck look great! |
Cyrybrewen the JetgrindInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Damage when hit (Melee): 2 mind / 4 darkness Critical mult.: +20.00% Mental save: +6 (+2 eff.) Blindness immunity: +36% Knockback immunity: +50% Maximum psi: +10.00 Mindpower: +10 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
Erelylathabar the CurekillPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +19 (+4 eff.) Effects on melee hit: * 22% chance to slow global speed by 73% * 10% chance to reduce damage dealt by 35% Damage when hit (Melee): 2 nature Changes stats: +17 Lck / +6 Mag Changes resistances penetration: +10% lightning / +5% darkness Changes damage: +3% lightning / +8% physical / +7% light / +8% darkness Blindness immunity: +40% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Infravision radius: +10 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 19% Amulets make your neck look great! |
FrostravenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +20 Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 51% Changes stats: +20 Lck Critical mult.: +20.00% Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Spell crit. chance: +8% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
Glora the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +15% arcane Talent mastery: +0.40 Spell / Air Blindness immunity: +49% Confusion immunity: +50% Equilibrium when hit: +0.04 Maximum psi: +40.00 Mental crit. chance: +7% Amulets make your neck look great! |
GloronnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Mag Changes damage: +10% physical Talent mastery: +0.40 Spell / Air Mana each turn: +0.52 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +3 Infravision radius: +2 Combat speed: +10% Amulets make your neck look great! |
starseer's voratun amulet of strength (+6)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +3 Mag Changes damage: +6% physical / +8% light / +6% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
voratun amulet 'Ce'Nelrawyn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Changes stats: +4 Str / +3 Dex / +5 Mag / +2 Con Changes resistances cap: +5% all Talent mastery: +0.34 Spell / Aegis Critical mult.: +10.00% Physical save: +26 (+7 eff.) Mana each turn: +0.68 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +31.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.voratun amulet 'Dourknave' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +14 Mag / +2 Wil / +3 Cun Changes resistances penetration: +39% darkness Changes damage: +15% arcane Life regen: +5.00 Mana each turn: +1.11 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +116.00 See invisible: +21 Amulets make your neck look great! |
voratun amulet 'Greenstreak'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 2 nature Changes stats: +10 Dex / +6 Mag / +10 Cun / +10 Con Changes resistances cap: +7% all Changes resistances penetration: +10% nature / +5% fire Changes damage: +7% lightning / +8% fire / +18% nature Physical save: +27 (+8 eff.) Life regen: +5.00 Stamina each turn: +1.10 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Amulets make your neck look great! |
copper aquamarine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +2% all Life regen: +5.00 Healing mod.: +11% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.70 cold and 27.17 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Aerota the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Defense: +10 (+2 eff.) Changes stats: +11 Cun / +6 Dex Changes damage: +13% lightning Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane Changes damage: +25% lightning / +25% fire / +25% arcane All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Issyzor the gold ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +14 (+2 eff.) Changes stats: +8 Dex / +4 Wil / +8 Cun Changes damage: +6% all Critical mult.: +15.00% Life regen: +4.00 Spellpower: +14 (+3 eff.) Mindpower: +23 (+5 eff.) Healing mod.: +20% Resist all after a teleport: +17% Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str / +6 Con Rings make your fingers look great! |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+5 eff.) Maximum stamina: +20.00 Rings make your fingers look great! |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
stralite ring 'Radianceshear'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +14% physical Changes resistances penetration: +20% light Changes damage: +3% light / +14% physical Mental save: +23 (+6 eff.) Confusion immunity: +70% Rings make your fingers look great! |
treant's stralite ring of corrosion (+34%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Poison immunity: +17% Disease immunity: +22% Rings make your fingers look great! |
Arygata the ScorchvortexPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +6% arcane / +17% light / +7% all Critical mult.: +24.00% Mental save: +15 (+4 eff.) Confusion immunity: +36% Spellpower: +14 (+3 eff.) Mindpower: +35 (+7 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
Balarain the BrightseverInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Armour: +20 Defense: +14 (+3 eff.) Damage when hit (Melee): 2 fire Changes stats: +10 Str Changes resistances: +6% fire Changes damage: +6% fire Poison immunity: +23% Disease immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Deepswitch the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +8 Dex Changes resistances: +49% fire Changes damage: +20% fire / +12% light / +24% darkness Rings make your fingers look great! |
EremumakorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): 36 light Changes stats: +19 Dex / +8 Mag / +15 Cun Changes damage: +13% light Poison immunity: +20% Confusion immunity: +20% Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 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. |
IchorstarCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +14 Physical power: +15 (+3 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +10 Str / +7 Con Changes resistances penetration: +5% nature Changes damage: +12% arcane / +9% fire Life regen: +9.00 Mana when firing critical spell: +2.00 Spell crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% 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 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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. |
Morninggasher the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +20 Changes stats: +19 Str / +2 Dex / +8 Wil / +7 Cun / +9 Con Physical save: +18 (+5 eff.) Mindpower: +14 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
Naturekill the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +15 (+3 eff.) Effects on melee hit: * 22% chance to slow global speed by 73% Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +10 Dex / +10 Cun / +10 Con Changes resistances penetration: +15% nature Resist all after a teleport: +10% Rings make your fingers look great! |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 374.38 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun amber ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +7 Mag / +6 Wil Changes damage: +8% all Spellpower: +15 (+3 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
voratun fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +6 Cun / +6 Mag Changes damage: +10% all Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun fire opal ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 16% chance to reduce all saves and defense by 44 Damage (Melee): 25 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 44 Changes stats: +13 Cun / +8 Mag Changes damage: +10% all Spellpower: +11 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun fire opal ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 14% chance to reduce all saves and defense by 44 Damage (Melee): 22 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 44 Changes stats: +7 Cun Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun / +10 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Arodhewen'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Armour: +6 Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances penetration: +15% physical Changes damage: +3% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell save: +20 (+7 eff.) Knockback immunity: +50% Maximum stamina: +38.00 Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Ce'Noyawen'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +29 Physical power: +30 (+6 eff.) Defense: +26 (+6 eff.) Physical save: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Chargekiss'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage (Melee): 22 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 44 Damage when hit (Melee): 4 arcane / 4 lightning Changes stats: +9 Cun Changes resistances penetration: +15% lightning / +10% all Changes damage: +14% lightning Mental save: +13 (+4 eff.) Confusion immunity: +50% Mana each turn: +0.08 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun ring 'Glitterriver'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to reduce armor by 51% Changes stats: +2 Wil / +6 Con Changes damage: +12% light Maximum encumbrance: +40 Spell save: +20 (+7 eff.) Life regen: +18.00 Mana when firing critical spell: +2.00 Maximum stamina: +40.00 Light radius: +1 Healing mod.: +20% Damage Shield penetration: +20% Rings make your fingers look great! |
voratun turquoise ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +17 Physical power: +20 (+4 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 51% Damage when hit (Melee): 8 acid Changes stats: +10 Mag / +10 Wil / +2 Cun Changes resistances penetration: +10% all Changes damage: +7% all Spellpower: +30 (+5 eff.) Mindpower: +14 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun turquoise ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Cun / +5 Mag Changes resistances penetration: +10% all Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
voratun turquoise ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances penetration: +10% all Spellpower: +12 (+2 eff.) Rings make your fingers look great! |
voratun turquoise ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 44 Damage (Melee): 18 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 44 Changes stats: +4 Cun Changes resistances penetration: +10% all It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +9 (+2 eff.) Changes resistances penetration: +10% all Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
voratun turquoise ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +10% all Spell save: +20 (+7 eff.) Maximum stamina: +39.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.imbued elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Talent on hit(spell): Flame (10% chance level 2). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elm starstaff of illumination (100% power, 2 apr, physical element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +4 Con Changes damage: +10% physical Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Light radius: +3 Healing mod.: +13% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 237.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel ash starstaff of protection (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash starstaff of breaching (122% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 122% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone starstaff of breaching (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone vilestaff of might (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental stralite battleaxe of torment (154% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 154 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +35% fire Changes damage: +35% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.acidic voratun greatmaul of shearing (178% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 257 damage over 5 turns and reducing armor and accuracy by 33 When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +21 Changes resistances penetration: +21% all Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel mace (132% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +6 Cun / +6 Con Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Layyrassra' (172% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 172% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Armour penetration: +15 Physical crit. chance: +28.0% Effects on melee hit: * 20% chance to reduce armor by 51% Changes resistances penetration: +20% arcane Changes damage: +12% arcane Critical mult.: +35.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of enduring (149% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +15 Con / +15 Wil One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of torment (150% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger (105% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): +11 blight When wielded/worn: Disease immunity: +19% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of crippling (147% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +15.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Urthatolin' (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 44 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +25 mind When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +13 Dex / +13 Mag / +19 Wil / +19 Cun / +11 Con Silence immunity: +30% Resist all after a teleport: +5% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.horrifying vined mindstar of life (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 7 mind / 8 darkness Changes damage: +6% darkness Talent granted: +1 Attune Mindstar Life regen: +1.10 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's living mindstar of flames (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes resistances: +20% fire Changes resistances penetration: +20% fire Changes damage: +8% nature / +20% fire Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Emelidavena the Blazefurnace (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * 30% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): +16 nature / +8 arcane When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +14 Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind / 4 arcane Changes resistances: +13% fire Changes resistances penetration: +15% lightning / +15% physical Changes damage: +15% lightning Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.flaming voratun steamsaw of earthen fury (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +99 Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * Deal physical damage equal to your armor (114) Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +17 Defense: +10 (+2 eff.) Fatigue: +12% Damage (Melee): 9 fire Damage when hit (Melee): 15 fire Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sanguine Shield (0 def, 15 armour, 150% power, 220 block)Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
This item will automatically be transmogrified when you leave the level.stralite shield of shrapnel (0 def, 8 armour, 156% power, 134 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 156% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
Alirechak (0 def, 10 armour, 184% power, 202 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * 20% chance to reduce armor by 51% Damage (Melee): +24 physical / +20 nature Damage (radius 2) on crit: +8 mind When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Mag / +5 Wil / +1 Con Changes resistances: +30% fire / +20% physical Talent granted: +1 Block Reduces incoming crit damage: 16.57% Slows Projectiles: +37% Bonus block near projectiles: +106 Handheld deflection devices. |
Floejeer (0 def, 28 armour, 185% power, 414 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +414 Damage (Melee): +8 blight / +16 cold Damage (radius 2) on crit: +26 light / +28 fire When wielded/worn: Armour: +28 Fatigue: +8% Damage when hit (Melee): 11 cold On shield block: * Deals 231 light and fire damage to each enemy blocked Changes stats: +7 Con / +2 Mag Changes resistances: +12% fire Changes resistances penetration: +10% arcane Talent granted: +1 Block Physical save: +7 (+2 eff.) Spell save: +12 (+4 eff.) Mana when firing critical spell: +1.00 Handheld deflection devices. |
Frostwarden (0 def, 10 armour, 189% power, 187 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +187 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 cold Damage (radius 1) on hit: +12 temporal When wielded/worn: Physical crit. chance: +18.0% Physical power: +14 (+2 eff.) Armour: +10 Fatigue: +8% Changes resistances penetration: +10% lightning Talent granted: +1 Block Resist all after a teleport: +10% Handheld deflection devices. |
Glulena the voratun shield (0 def, 22 armour, 185% power, 309.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +310 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +18.0% Physical power: +12 (+2 eff.) Armour: +22 Fatigue: +8% Damage (Melee): 19 cold Damage when hit (Melee): 14 ice Talent granted: +1 Block Spell save: +3 (+1 eff.) Life regen: +2.00 Mindpower: +20 (+4 eff.) Handheld deflection devices. |
Jetstrike (0 def, 10 armour, 187% power, 250.46295025293 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 188% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +250 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+3 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 35 cold Damage when hit (Melee): 15 ice Changes damage: +9% darkness Talent granted: +1 Block Handheld deflection devices. |
Kindlewhisper (0 def, 28 armour, 183% power, 366 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +366 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): +10 cold Damage (radius 1) on hit: +8 light When wielded/worn: Armour: +28 Fatigue: +8% On shield block: * Deals 263 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +7 Con / +5 Wil Changes resistances penetration: +5% light Talent granted: +1 Block Physical save: +13 (+4 eff.) Light radius: +2 Handheld deflection devices. |
Urthisus the voratun shield (0 def, 19 armour, 180% power, 339.89801975345 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +340 On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Armour: +19 Fatigue: +8% Changes resistances: +15% physical / +9% fire Maximum wards: +5 lightning / +8 temporal / +7 darkness / +6 fire / +7 nature / +7 blight / +7 cold / +6 arcane / +7 light Talents granted: +1 Ward +1 Block Mental save: +12 (+4 eff.) Blindness immunity: +20% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.corrosive voratun shield of resistance (0 def, 10 armour, 176% power, 193.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +20 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 19% chance to reduce armor by 51% Changes stats: +6 Con Changes resistances: +13% fire Talent granted: +1 Block Handheld deflection devices. |
voratun shield 'Shadevalor' (0 def, 10 armour, 190% power, 195.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 190% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 darkness / +8 light Damage (radius 2) on crit: +16 light When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes resistances: +11% fire Talent granted: +1 Block Handheld deflection devices. |
voratun shield 'Tarrirek' (20 def, 36 armour, 177% power, 436.79215610874 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +437 Damage (Melee): +4 blight Damage (radius 2) on crit: +38 light / +28 fire When wielded/worn: Armour: +36 Defense: +20 (+5 eff.) Fatigue: +8% On shield block: * Deals 231 light and fire damage to each enemy blocked Changes stats: +5 Con Changes resistances: +25% fire Talent granted: +1 Block Physical save: +14 (+4 eff.) Handheld deflection devices. |
voratun shield 'Zoblek' (0 def, 30 armour, 181% power, 351 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +351 Damage (Melee): +4 blight Damage (radius 2) on crit: +29 light / +34 fire When wielded/worn: Armour: +30 Fatigue: +8% On shield block: * Deals 231 light and fire damage to each enemy blocked Changes stats: +3 Wil Changes resistances: +5% fire Talent granted: +1 Block Critical mult.: +15.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.psion's linen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +8% all Maximum psi: +15.00 Spellpower: +12 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven Rags of the Sanctuary of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% fire / +12% physical / +7% all Changes damage: +8% fire / +9% physical Talent cooldown: Refit Golem (-3 turns) Spell save: +18 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven linen robe of corrosion (+21%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +18 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% fire / +14% physical / +9% all Changes damage: +13% fire / +11% physical Talent cooldown: Refit Golem (-4 turns) Physical save: +14 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +26 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +11% all Changes damage: +15% nature Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe of time (+22%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +11% all Changes resistances penetration: +11% physical Changes damage: +20% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betolaith (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Mag / +4 Wil / +3 Cun Changes resistances: +11% fire / +18% physical / +13% all Changes resistances penetration: +10% physical Changes damage: +17% fire / +22% physical Talent cooldown: Refit Golem (-4 turns) Critical mult.: +10.00% Mental save: +3 (+1 eff.) Silence immunity: +24% Spellpower on spell critical (stacks up to 3 times): +5 Maximum psi: +30.00 Spellpower: +13 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +13% all / +10% fire Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Voruvena (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 4 mind Changes stats: +4 Mag / +4 Wil / +10 Cun Changes resistances: +13% all Changes damage: +17% darkness / +25% light Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +27 (+7 eff.) Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Light radius: +1 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Venomcrypt' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 6 nature / 2 cold Changes resistances: +13% all Changes resistances penetration: +20% nature Changes damage: +3% nature Mental save: +17 (+5 eff.) Life regen: +4.40 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +13% all Changes damage: +21% nature Poison immunity: +33% Disease immunity: +44% Life regen: +5.10 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant silk robe of nature (+39%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +13% all Changes damage: +51% nature Poison immunity: +37% Disease immunity: +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alyragas the Tempestonslaught (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +2 Mag Changes resistances: +17% fire / +18% physical / +15% all Changes resistances penetration: +10% arcane Changes damage: +23% physical / +25% fire / +19% arcane / +20% all Talent cooldown: Refit Golem (-6 turns) Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +81.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcwild (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Cun / +3 Mag Changes resistances: +15% all Changes damage: +12% lightning / +59% light / +54% darkness Spellpower: +19 (+4 eff.) Spell crit. chance: +20% Infravision radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boltsweeper (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +15% all Changes resistances penetration: +25% lightning Changes damage: +26% light Mana each turn: +0.75 Maximum mana: +174.00 Spellpower: +51 (+9 eff.) Spell crit. chance: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudfear the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +18% fire / +19% physical / +15% all Changes resistances penetration: +15% darkness / +19% physical Changes damage: +41% physical / +24% darkness / +25% fire Talent cooldown: Refit Golem (-4 turns) Spell save: +24 (+8 eff.) Vim when firing critical spell: +2.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +8 Dex / +10 Wil / +18 Cun Changes resistances: +15% all Changes resistances penetration: +20% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Movement speed: +15% Chance to avoid any damage: +8% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Darkspawn the elven-silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +10 Cun / +9 Con Changes resistances: +15% all / +30% physical Changes resistances penetration: +15% lightning / +10% darkness Changes damage: +30% nature / +30% physical Critical mult.: +20.00% Spell save: +6 (+2 eff.) Poison immunity: +41% Disease immunity: +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Delegrim (0 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Changes stats: +5 Wil Changes resistances: +15% all Changes resistances penetration: +20% darkness / +35% physical Changes damage: +28% physical / +30% darkness / +30% nature Spell crit. chance: +2% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Galesaw (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 24% chance to reduce strength, dexterity, and constitution by 40 Changes resistances: +15% all Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +20% all Spell save: +29 (+10 eff.) Spellpower: +25 (+5 eff.) Spell crit. chance: +6% Resist all after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gurin the Blazeglamour (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% all Changes damage: +20% all Mana each turn: +0.40 Maximum mana: +79.00 Spellpower: +50 (+9 eff.) Spell crit. chance: +14% Resist all after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isuwe the Phoenixstreak (8 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +10 Mag Changes resistances: +15% all / +3% fire Changes resistances penetration: +20% light / +10% fire Changes damage: +18% darkness / +6% fire / +51% light / +29% arcane Maximum mana: +110.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Light radius: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Khelamas (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% all Changes resistances penetration: +20% darkness / +15% physical Changes damage: +30% physical / +30% darkness / +19% all Spell save: +6 (+2 eff.) Mana each turn: +0.24 Mana when firing critical spell: +1.00 Maximum mana: +100.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +17% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Magmasun (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Mag / +7 Wil / +9 Con Changes resistances: +15% all / +9% fire Changes damage: +26% lightning / +25% physical / +28% nature / +3% fire Physical save: +16 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +35 (+9 eff.) Poison immunity: +70% Disease immunity: +34% Confusion immunity: +20% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusparry the elven-silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% all Changes resistances penetration: +5% lightning Changes damage: +44% lightning Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +37 (+10 eff.) Resist all after a teleport: +16% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Cracklezeal' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all / +39% fire Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +26% fire / +24% light / +30% darkness Reduces incoming crit damage: 10.00% Physical save: +18 (+5 eff.) Spell save: +19 (+7 eff.) Mental save: +40 (+11 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Kilnjam' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Str / +20 Mag / +5 Cun Changes resistances: +15% all Changes resistances penetration: +29% physical Changes damage: +30% lightning / +3% fire / +51% physical Reduces incoming crit damage: 5.00% Light radius: +4 Infravision radius: +1 Resist all after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Polyrin' (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +7 Str / +2 Dex / +15 Mag / +13 Wil Changes resistances: +15% all Changes damage: +29% lightning / +25% physical / +24% arcane Reduces incoming crit damage: 15.59% Mental save: +30 (+8 eff.) Maximum mana: +110.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% Mindpower: +5 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +15% all Changes damage: +26% darkness / +30% light / +20% all Spellpower: +26 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.searing rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of thunder (26 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +21 (+4 eff.) Armour: +7 Defense: +26 (+6 eff.) Fatigue: +8% Changes stats: +9 Str / +8 Dex / +8 Mag / +6 Wil Spellpower: +22 (+4 eff.) Spell crit. chance: +8% Mindpower: +22 (+5 eff.) Mental crit. chance: +8% Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Eruregar (30 def, 14 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +14 Defense: +30 (+7 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex Changes damage: +3% physical Allows you to breathe in: water Physical save: +17 (+5 eff.) Cut immunity: +31% Silence immunity: +31% Life regen: +7.60 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Mental save: +13 (+4 eff.) Life regen: +3.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fearforged steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +21% Changes stats: +7 Con Changes resistances: +9% fire / +7% physical Physical save: +23 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Wil Light radius: +2 A suit of armour made of mail. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 704, based on Magic) for 11 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Cobraspitter'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +8 Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +6 Mag / +7 Wil Changes resistances penetration: +5% nature Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Spell crit. chance: +4% Resist all after a teleport: +10% A belt that goes around your waist. |
Betemina the GaleonslaughtPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 8 physical Changes stats: +9 Str / +3 Dex / +11 Mag / +6 Con Changes resistances penetration: +25% lightning Physical save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.60 Maximum mana: +27.00 Spellpower: +12 (+2 eff.) Size category: +1 A belt that goes around your waist. |
BethorittaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +20 Defense: +13 (+3 eff.) Changes stats: +4 Wil / +7 Con Physical save: +21 (+6 eff.) Mental save: +12 (+4 eff.) Vim when firing critical spell: +2.02 Spell crit. chance: +3% Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
Cyryta the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +15 (+3 eff.) Damage when hit (Melee): 6 blight Changes stats: +8 Dex / +14 Mag / +11 Wil / +6 Cun Mana each turn: +0.47 Maximum mana: +50.00 Spell crit. chance: +6% Mental crit. chance: +12% A belt that goes around your waist. |
Duathelbiter the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +13 Fatigue: -10% Changes stats: +5 Dex / +5 Wil / +6 Cun Changes resistances penetration: +25% darkness Maximum encumbrance: +42 Equilibrium when hit: +0.08 Mindpower: +20 (+4 eff.) Mental crit. chance: +19% It can be used to create a temporary shield that absorbs 760 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
Earegrim the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +14 (+2 eff.) Defense: +23 (+5 eff.) Changes stats: +5 Str / +6 Dex / +5 Cun / +4 Con / +9 Lck Changes resistances penetration: +25% arcane Critical mult.: +15.00% Trap disarming bonus: +29 Stealth bonus: +24 Physical save: +14 (+4 eff.) Maximum stamina: +30.30 Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Erufast the TempestvaultPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +6 Dex / +9 Wil / +17 Cun Changes damage: +24% lightning Damage against: +42% Summoned Reduced damage from: +45% Summoned Mental save: +9 (+3 eff.) Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +16% Light radius: +2 A belt that goes around your waist. |
Fulysagorn the PitchreekCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +37 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +2 Str Changes damage: +9% physical Critical mult.: +24.00% Physical save: +6 (+2 eff.) Spell save: +14 (+5 eff.) Size category: +1 A belt that goes around your waist. |
HalamnirInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Dex / +6 Con Changes resistances penetration: +20% physical Changes damage: +18% physical Physical save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Mindpower: +18 (+4 eff.) A belt that goes around your waist. |
Layumira the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +9 Con Changes resistances: +15% fire Critical mult.: +20.00% Physical save: +15 (+5 eff.) Life regen: +3.60 Mindpower: +10 (+2 eff.) Light radius: +1 Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
RaguziladirPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +12 Changes stats: +2 Str / +7 Dex / +6 Cun / +9 Lck Changes resistances penetration: +25% physical Trap disarming bonus: +24 Stealth bonus: +15 Maximum mana: +80.00 Maximum stamina: +57.00 Maximum psi: +32.00 Infravision radius: +4 It can be used to create a temporary shield that absorbs 609 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
drakeskin leather belt 'Malyhell'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 51% * 30% chance to reduce all saves and defense by 44 Changes resistances: +10% fire / +1% physical Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Life regen: +2.00 A belt that goes around your waist. |
drakeskin leather belt 'Morbusreaper'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +4 Fatigue: -10% Damage when hit (Melee): 2 nature Changes resistances penetration: +10% nature Changes damage: +18% nature Critical mult.: +15.00% Maximum encumbrance: +48 Physical save: +9 (+3 eff.) Maximum mana: +80.00 Maximum stamina: +65.00 Maximum psi: +39.00 A belt that goes around your waist. |
drakeskin leather belt 'Nimbusjam'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -18% Changes stats: +11 Mag / +11 Wil Changes resistances penetration: +20% lightning / +25% light Changes damage: +12% lightning Maximum encumbrance: +120 Spell crit. chance: +5% Light radius: +2 A belt that goes around your waist. |
drakeskin leather belt 'Skypulverizer'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +10% fire Changes resistances penetration: +30% arcane Changes damage: +9% lightning / +15% arcane Critical mult.: +13.00% Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 36 power out of 60/60) : Effective talent level: 1.6 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 294.87 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift 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 talent will also attack with your shield, if you have one equipped. 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. |
Tarrublek the Blazelace (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Changes stats: +5 Dex / +4 Wil / +8 Cun Changes resistances penetration: +25% lightning Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blastedge' (17 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +7 Armour: +4 Defense: +17 (+4 eff.) Fatigue: -7% Critical mult.: +13.00% Stealth bonus: +8 Physical save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Maximum stamina: +16.00 Resist all after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 81 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Anudoran the elven-silk cloak (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +6 Str / +6 Mag / +5 Wil / +1 Cun / +4 Con Changes resistances penetration: +15% arcane Changes damage: +12% arcane Critical mult.: +30.00% Spell save: +15 (+5 eff.) Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +200.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Mindpower: +20 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindwhisper (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 6 mind Changes stats: +4 Wil Changes resistances penetration: +20% darkness Mental save: +14 (+4 eff.) Resist all after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandraze (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Defense: +3 (+0 eff.) Fatigue: -9% Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +15% fire Changes damage: +6% arcane / +9% fire Maximum stamina: +23.00 Mental crit. chance: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalafast (3 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +10 (+2 eff.) Armour: +14 Defense: +3 (+0 eff.) Changes stats: +1 Dex / +2 Con Changes resistances penetration: +20% darkness Changes damage: +22% darkness / +3% physical Critical mult.: +10.00% Stealth bonus: +23 Physical save: +15 (+5 eff.) Mental save: +14 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dryrosin the Spidertreason (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 73% Changes resistances: +3% fire / +3% physical Changes resistances penetration: +19% darkness Changes damage: +25% darkness / +3% nature Stealth bonus: +25 Physical save: +21 (+6 eff.) Spell save: +6 (+2 eff.) Life regen: +9.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Freezebrawn the elven-silk cloak (33 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour: +9 Defense: +33 (+8 eff.) Fatigue: -10% Damage when hit (Melee): 4 cold Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +21% fire Physical save: +40 (+11 eff.) Spell save: +19 (+7 eff.) Mental save: +25 (+7 eff.) Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islussra (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +5 Mag Critical mult.: +20.00% Spell crit. chance: +7% Resist all after a teleport: +29% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances cap: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
This item will automatically be transmogrified when you leave the level.Xerutha (3 def, 2 armour) 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: Physical power: +20 (+4 eff.) Armour: +2 Defense: +3 (+0 eff.) Changes stats: +3 Str / +4 Dex / +6 Mag / +11 Wil / +10 Cun Changes damage: +3% physical Spell save: +15 (+5 eff.) Stamina each turn: +2.00 Mana each turn: +0.08 Maximum mana: +75.00 Spellpower: +40 (+7 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. |
elven-silk cloak 'Rainbiter' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 nature / 8 blight Changes stats: +12 Mag / +12 Wil Changes damage: +6% arcane Spell save: +26 (+9 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.12 Maximum mana: +78.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 30 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Resist all after a teleport: +20% Creates an arcane explosion dealing 266 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Knockback immunity: +100% Spellpower: +5 (+1 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: 10 Travel Speed: 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 31.96 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 170.42 lightning and 188.15 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Aralemitha (35 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+8 eff.) Changes stats: +17 Dex / +10 Mag / +1 Con Changes resistances penetration: +20% darkness Reduces incoming crit damage: 16.70% See invisible: +6 Resist all after a teleport: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Borelador the pair of drakeskin leather boots (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Fatigue: -9% Changes stats: +5 Mag / +6 Wil / +2 Cun Changes resistances penetration: +15% physical Critical mult.: +15.00% Maximum encumbrance: +50 Physical save: +12 (+4 eff.) Mana each turn: +0.60 Maximum mana: +52.00 Spell crit. chance: +4% Mental crit. chance: +4% A pair of boots made of leather. |
Galeserpent (0 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +15 Fatigue: -10% Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +6 Wil / +6 Cun Changes resistances: +15% fire Changes resistances penetration: +15% lightning / +25% physical Changes damage: +6% physical Maximum encumbrance: +50 Physical save: +28 (+8 eff.) Spell save: +10 (+4 eff.) Mental save: +15 (+4 eff.) Maximum stamina: +20.00 A pair of boots made of leather. |
Hailpunish the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 40 Changes stats: +16 Mag / +11 Wil / +6 Con Changes resistances penetration: +10% darkness / +10% physical Changes damage: +3% darkness Disease immunity: +49% Mana each turn: +0.44 Maximum mana: +54.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Morbusburst the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Damage when hit (Melee): 6 mind Changes stats: +11 Mag Changes resistances penetration: +20% nature Mental save: +9 (+3 eff.) Lowers spell cool-downs by: 20% Mental crit. chance: +2% A pair of boots made of leather. |
Unlightriver (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Damage when hit (Melee): 2 lightning Changes stats: +15 Lck / +8 Dex Changes resistances penetration: +34% darkness Critical mult.: +5.00% Stealth bonus: +15 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) Damage Shield penetration: +40% A pair of boots made of leather. |
pair of drakeskin leather boots 'Faludil' (21 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+5 eff.) Fatigue: -10% Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 40 Damage when hit (Melee): 4 blight Changes stats: +15 Dex Changes resistances penetration: +20% darkness Maximum encumbrance: +48 Physical save: +14 (+4 eff.) Resist all after a teleport: +17% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +50% Confusion immunity: +50% Stamina each turn: +1.30 Maximum stamina: +33.00 A pair of boots made of leather. |
Dagihor (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Con / +6 Wil Changes resistances penetration: +7% physical Physical save: +15 (+5 eff.) Silence immunity: +34% Confusion immunity: +22% Knockback immunity: +25% Mana when firing critical spell: +2.00 Spellpower: +8 (+2 eff.) Mindpower: +5 (+1 eff.) Infravision radius: +1 See invisible: +3 Resist all after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy 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 Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Vorywen the Chargefiend (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -14% Effects on melee hit: * 22 arcane resource burn Changes stats: +4 Cun / +4 Dex Changes resistances: +3% fire Changes resistances penetration: +20% lightning Maximum encumbrance: +50 Physical save: +14 (+4 eff.) Spell save: +3 (+1 eff.) Stamina each turn: +0.90 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Aditira' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag / +7 Wil Changes resistances: +14% fire Critical mult.: +15.00% Silence immunity: +48% Confusion immunity: +42% Mana each turn: +0.57 Maximum mana: +41.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Resist all after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Cuthygatar' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +10 Con Changes resistances penetration: +28% arcane Changes damage: +9% physical Mana when firing critical spell: +2.24 Spellpower: +45 (+8 eff.) Spell crit. chance: +1% Resist all after a teleport: +17% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.stone warden's rough leather gloves of the iron hand (0 def, 9 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Armour Hardiness: +7% Changes stats: +3 Str / +3 Wil / +10 Con Changes resistances: +6% physical Talent mastery: +0.20 Technique / Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cracklesage the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +45 (+8 eff.) Armour: +3 Changes stats: +10 Dex / +5 Mag / +5 Cun Changes resistances penetration: +10% lightning Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 202.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elenalarath the Lustrewilter (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 15 temporal Damage when hit (Melee): 10 blight Changes stats: +4 Con Changes resistances penetration: +25% fire Critical mult.: +11.00% Physical save: +28 (+8 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Spell crit. chance: +16% Mental crit. chance: +20% Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ginne the drakeskin leather gloves (0 def, 20 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +20 Armour Hardiness: +9% Damage (Melee): 18 temporal Damage when hit (Melee): 8 temporal Changes stats: +2 Dex / +2 Cun / +17 Con Changes resistances: +10% physical Physical save: +23 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+3 eff.) Resist all after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Splendourroar (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +14.0% Armour: +3 Fatigue: +5% Damage (Melee): 10 lightning Damage when hit (Melee): 6 light Changes resistances penetration: +25% light Changes damage: +16% lightning / +9% light Critical mult.: +10.00% Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Spell crit. chance: +10% Mental crit. chance: +13% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Wintertrial (0 def, 23 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +23 Armour Hardiness: +15% Fatigue: +5% Effects on melee hit: * 19% chance to reduce all saves and defense by 44 Damage (Melee): 40 mind / 24 darkness Changes stats: +6 Str / +2 Wil / +16 Con Changes resistances: +10% physical Mental save: -7 (-2 eff.) Mindpower: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy 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% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 6.4 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 169.74 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 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. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Chillhash the drakeskin leather hat (16 def, 23 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Defense: +16 (+4 eff.) Fatigue: +5% Changes stats: +10 Str Changes resistances: +14% all Physical save: +30 (+8 eff.) Disease immunity: +20% Silence immunity: +24% Knockback immunity: +24% A hat made of leather. Very stylish. |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
drakeskin leather hat 'Arthulevor' (11 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +11 Mag / +7 Wil / +10 Cun Changes damage: +23% arcane Critical mult.: +15.00% Mana when firing critical spell: +1.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% A hat made of leather. Very stylish. |
drakeskin leather hat 'Geta' (38 def, 13 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +23 (+5 eff.) Armour: +13 Defense: +38 (+9 eff.) Fatigue: +5% Effects when hit in melee: * 39% chance to gain 10% of a turn (3/turn limit) Changes stats: +20 Cun / +3 Con Critical mult.: +15.00% Spell save: +7 (+3 eff.) Mana when firing critical spell: +2.70 Healing mod.: +13% A hat made of leather. Very stylish. |
drakeskin leather hat 'Mayolranor' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +7 Mag / +12 Wil / +4 Con Changes resistances: +2% physical Changes resistances penetration: +10% physical Changes damage: +17% arcane Mental save: +12 (+4 eff.) Spell crit. chance: +3% A hat made of leather. Very stylish. |
elven-silk wizard hat 'Healtooth' (8 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 73% Changes stats: +9 Con / +6 Mag Changes resistances: +17% physical Changes damage: +15% arcane / +20% physical / +14% darkness / +17% nature Reduces incoming crit damage: 15.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Healing mod.: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Runador' (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 (+0 eff.) Changes stats: +7 Cun / +6 Wil Changes damage: +18% lightning / +12% nature Critical mult.: +20.00% Equilibrium when hit: +0.12 Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Duvoyon the hardened leather cap (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +6 Dex Changes resistances penetration: +5% arcane Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.04 Spellpower: +15 (+3 eff.) Infravision radius: +4 Resist all after a teleport: +15% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 58 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 2.6 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Olychak the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +7 Str / +6 Dex / +4 Con Changes damage: +15% arcane Mana when firing critical spell: +2.00 Spell crit. chance: +1% Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 749.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Phlegmorder the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 73% * 20% chance to reduce damage dealt by 35% Changes damage: +3% nature Allows you to breathe in: water Stamina when hit: +1.40 Equilibrium when hit: +0.70 A cap made of leather. |
Stormbringer (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +11% fire / +11% physical Changes resistances penetration: +5% lightning / +25% arcane Changes damage: +6% lightning Physical save: +10 (+3 eff.) Mana when firing critical spell: +2.23 Spell crit. chance: +2% Infravision radius: +6 A cap made of leather. |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Bethurewen the Stormlash (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Changes resistances: +23% fire Changes resistances penetration: +10% lightning Critical mult.: +20.00% Mental save: +30 (+8 eff.) Confusion immunity: +32% Spell crit. chance: +3% Damage Shield penetration: +10% A cap made of leather. |
Kindlepulverizer (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +13 Wil Changes resistances: +12% fire Changes resistances penetration: +10% light Changes damage: +15% physical / +15% light / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Damage Shield penetration: +36% Resist all after a teleport: +18% A pointy cloth hat, very wizardly... |
Layelle the drakeskin leather cap (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +12 Str Changes resistances: +7% all Changes resistances penetration: +15% arcane Changes damage: +18% arcane Physical save: +40 (+11 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 749.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Rotqueller (3 def, 0 armour)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: Defense: +3 (+0 eff.) Changes stats: +9 Mag / +10 Wil Changes resistances: +20% physical Changes resistances penetration: +10% nature Changes damage: +20% darkness / +20% physical Critical mult.: +5.00% Physical save: +14 (+4 eff.) Spell save: +21 (+7 eff.) Vim when firing critical spell: +2.40 Spellpower on spell critical (stacks up to 3 times): +6 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Shield penetration: +36% A pointy cloth hat, very wizardly... |
Voidwild (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to reduce damage dealt by 35% * 20% chance to reduce armor by 51% Changes stats: +10 Dex / +9 Wil / +10 Con Changes resistances penetration: +25% darkness / +5% arcane Mental save: +15 (+4 eff.) Infravision radius: +7 A hat made of leather. Very stylish. |
Xerywyn (10 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +2 Armour: +15 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +21 Str / +6 Wil Changes resistances penetration: +15% physical Allows you to breathe in: water Physical save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 749.0 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: When used to imbue an object: When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: When used to imbue an object: When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con 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 Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
7369 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Harurain the CloudshineInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Wil / +3 Con Changes resistances penetration: +15% lightning Changes damage: +9% light Critical mult.: +16.00% Mental save: +7 (+2 eff.) Life regen: +6.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +8% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
TonegPowered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Mag / +12 Wil Changes damage: +9% arcane Critical mult.: +15.00% Mana when firing critical spell: +2.00 Spellpower: +9 (+2 eff.) Light radius: +6 Damage Shield penetration: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 655.61 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Aremira the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +26 (+5 eff.) Defense: +25 (+6 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes stats: +2 Con / +9 Wil Critical mult.: +18.00% Physical save: +18 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +27 (+7 eff.) Spellpower: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +10% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Glatta the DimreignPowered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+3 eff.) Changes stats: +2 Str / +7 Mag / +13 Wil / +1 Con Changes damage: +15% darkness Critical mult.: +33.00% Spellpower: +13 (+3 eff.) Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
IvekiraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Changes stats: +2 Str / +2 Mag / +5 Wil / +2 Con Changes resistances penetration: +14% all Critical mult.: +17.00% Reduces incoming crit damage: 10.00% Physical save: +13 (+4 eff.) Light radius: +7 Infravision radius: +3 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
TyvorPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Cun / +4 Dex Reduces incoming crit damage: 16.70% Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Light radius: +8 Infravision radius: +12 See invisible: +28 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 53 blight damage or heals 54 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Earthsever'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +1 Cun / +8 Mag Changes resistances: +6% fire Changes resistances penetration: +30% nature Changes damage: +15% light Damage affinity(heal): +5% light Equilibrium when hit: +0.20 Spellpower: +16 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +15 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 462.48 light damage. At talent level 3 you gain 48% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Sulfuroracle'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Damage when hit (Melee): 24 fire Changes resistances: +10% fire Changes damage: +15% light / +6% nature Damage affinity(heal): +5% light Light radius: +8 Resist all after a teleport: +28% It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 462.48 light damage. At talent level 3 you gain 48% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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) Activation costs 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. |
voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 55] amazing fiery salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (55% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 786] amazing healing salve [power 786]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 50% cooldown modifier. It can be used to heal 786 Activation puts Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 247% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
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 Activation costs 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Elolratira the Blindraider (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Str Changes resistances penetration: +20% darkness / +24% physical Changes damage: +8% nature / +9% arcane Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spell crit. chance: +2% Resist all after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Flareire (dig speed 20 turns)Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +13 Str / +5 Mag / +4 Wil Changes resistances: +21% fire Changes damage: +9% lightning / +6% fire Maximum mana: +56.00 Spell crit. chance: +9% Lowers spell cool-downs by: 10% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blizzardidol' (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +4 Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 4 cold Changes stats: +8 Str Changes resistances: +10% physical Changes damage: +12% fire Mental save: +15 (+4 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Qog's EssentialsPowered 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 Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 18 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
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 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 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 20% 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. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 161% of the healing done. This effect scales with your Magic stat. Activation costs 45 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Earugar the Cloudhack [power 173] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Physical power: +15 (+3 eff.) Damage when hit (Melee): 4 lightning Changes damage: +9% lightning Critical mult.: +20.00% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. * Increase all damage penetration by 26% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Fularomisus [power 4] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes stats: +3 Str Reduces incoming crit damage: 16.16% Light radius: +2 Infravision radius: +3 See invisible: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 25% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Xanith the voratun torque of mindblast [power 365] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Str Reduces incoming crit damage: 10.00% Life regen: +4.12 See invisible: +6 Healing mod.: +10% It can be used to blast the opponent's mind dealing 545 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 39% chance to evade weapon attacks for 2 turns. * Heal for 74. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Mirekin' [power 153] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 73% Damage when hit (Melee): 6 blight Changes damage: +9% nature It can be used to setup a psionic shield, reducing all damage taken by 153 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 30% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Sparkvenom the dragonbone wand of lightning storm [power 476] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 4 temporal Changes resistances penetration: +15% lightning It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 131 lightning damage and will be dazed for 1 turn (659 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 101. * Reduce fatigue by 60% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Atilly the Drem Stone Warden level 50
7th Wealth 122nd year of Ascendancy at 01:39 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Atilly the Drem Stone Warden level 50
9th Loss 122nd year of Ascendancy at 22:32 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Atilly the Drem Stone Warden level 50
12nd Wealth 122nd year of Ascendancy at 00:02 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Atilly the Drem Stone Warden level 50
3rd Loss 122nd year of Ascendancy at 17:00 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Atilly the Drem Stone Warden level 50
30th Shortage 122nd year of Ascendancy at 23:52 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Atilly the Drem Stone Warden level 50
30th Loss 122nd year of Ascendancy at 01:59 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Atilly the Drem Stone Warden level 50
25th Loss 122nd year of Ascendancy at 04:42 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Atilly the Drem Stone Warden level 44
37th Profit 122nd year of Ascendancy at 06:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Atilly the Drem Stone Warden level 12
30th Voratun 122nd year of Ascendancy at 06:00 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Atilly the Drem Stone Warden level 50
23rd Loss 122nd year of Ascendancy at 21:13 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Atilly the Drem Stone Warden level 34
22nd Profit 122nd year of Ascendancy at 12:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Atilly the Drem Stone Warden level 34
21st Profit 122nd year of Ascendancy at 19:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Atilly the Drem Stone Warden level 50
27th Gold 123rd year of Ascendancy at 03:32 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Atilly the Drem Stone Warden level 45
43rd Profit 122nd year of Ascendancy at 15:24 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Atilly the Drem Stone Warden level 50
25th Gold 123rd year of Ascendancy at 22:38 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Atilly the Drem Stone Warden level 50
20th Loss 122nd year of Ascendancy at 12:56 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Atilly the Drem Stone Warden level 36
24th Profit 122nd year of Ascendancy at 17:41 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Atilly the Drem Stone Warden level 50
1st Iron 123rd year of Ascendancy at 00:10 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Atilly the Drem Stone Warden level 50
6th Loss 122nd year of Ascendancy at 19:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Atilly the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 23:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Atilly the Drem Stone Warden level 20
1st Profit 122nd year of Ascendancy at 03:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Atilly the Drem Stone Warden level 30
17th Profit 122nd year of Ascendancy at 11:51 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Atilly the Drem Stone Warden level 40
30th Profit 122nd year of Ascendancy at 13:56 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Atilly the Drem Stone Warden level 50
45th Profit 122nd year of Ascendancy at 20:09 see stats
Look at me, I'm playing a roguelike! (Insane (Roguelike) difficulty)
Linked yourself in the in-game chat.By Atilly the Drem Stone Warden level 44
43rd Profit 122nd year of Ascendancy at 03:52 see stats
Lucky Girl (Insane (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Atilly the Drem Stone Warden level 50
10th Wealth 122nd year of Ascendancy at 23:07 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Atilly the Drem Stone Warden level 50
12nd Wealth 122nd year of Ascendancy at 00:02 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Atilly the Drem Stone Warden level 50
24th Gold 123rd year of Ascendancy at 03:11 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Atilly the Drem Stone Warden level 50
20th Wealth 122nd year of Ascendancy at 07:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Atilly the Drem Stone Warden level 50
26th Wealth 122nd year of Ascendancy at 12:49 see stats
Portal ender (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed three invocation portals.By Atilly the Drem Stone Warden level 50
25th Stralite 123rd year of Ascendancy at 11:33 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Atilly the Drem Stone Warden level 50
1st Wealth 122nd year of Ascendancy at 20:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Atilly the Drem Stone Warden level 29
16th Profit 122nd year of Ascendancy at 16:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Atilly the Drem Stone Warden level 23
9th Profit 122nd year of Ascendancy at 02:06 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Atilly the Drem Stone Warden level 50
24th Loss 122nd year of Ascendancy at 00:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Atilly the Drem Stone Warden level 12
30th Voratun 122nd year of Ascendancy at 18:45 see stats
The High Lady's destiny (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using Aeryn as a sacrifice.By Atilly the Drem Stone Warden level 50
25th Stralite 123rd year of Ascendancy at 11:34 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Atilly the Drem Stone Warden level 50
12nd Wealth 122nd year of Ascendancy at 00:02 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Atilly the Drem Stone Warden level 43
36th Profit 122nd year of Ascendancy at 21:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Atilly the Drem Stone Warden level 22
4th Profit 122nd year of Ascendancy at 09:11 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Atilly the Drem Stone Warden level 50
45th Steel 123rd year of Ascendancy at 18:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Atilly the Drem Stone Warden level 25
10th Profit 122nd year of Ascendancy at 02:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Atilly the Drem Stone Warden level 16
1st Acquisition 122nd year of Ascendancy at 21:37 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Atilly the Drem Stone Warden level 50
30th Loss 122nd year of Ascendancy at 22:41 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Atilly the Drem Stone Warden level 50
2nd Loss 122nd year of Ascendancy at 23:01 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Atilly the Drem Stone Warden level 50
26th Loss 122nd year of Ascendancy at 23:41 see stats
Log
Searing Sight hits Cold drake hatchling for 47 light damage.
Searing Sight hits Fire drake hatchling for 64 light damage.
Searing Sight hits Cold drake hatchling for 64 light damage.
--------------------------------
Atilly uses Shield Slam.
Atilly's spell attains critical power!
Atilly performs a melee critical strike against Elandar!
Elandar slows down.
Elandar is afflicted by a crippling illness!
Atilly casts Lightning.
Atilly's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Portal ender (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Atilly's spell attains critical power!
Atilly performs a melee critical strike against Elandar!
Atilly performs a melee critical strike against Elandar!
Atilly slows down.
Atilly hits Elandar for 607 light, 731 darkness, 35 light, (42 ignored), 0 darkness, 53 light, (64 ignored), 0 darkness, 110 light, (132 ignored), 0 darkness, 2417 light, 2912 darkness (6865 total damage).
Blood Splash hits Atilly for 265 healing, 265 healing (0 total damage) [530 healing].
Atilly killed Elandar!
Mirror Image uses Taunt.
Mirror Image uses Taunt.
--------------------------------
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: The High Lady's destiny (Insane (Roguelike) difficulty)!
The furious lightning storm around Atilly calms down and disappears.
=====================
Damage dealt
=====================
10,543,139 arcane
10,017,940 lightning
6,354,474 light
3,331,453 darkness
3,102,735 physical
2,428,077 fire
2,138,031 nature
1,363,897 cold
860,489 mind
146,130 blight
35,782 temporal
10,846 acid
=====================
Damage taken
=====================
234,085 physical
99,233 fire
71,934 darkness
66,093 cold
64,937 blight
44,396 nature
44,389 mind
44,220 light
35,671 arcane
31,636 acid
23,148 temporal
20,266 lightning



































































































































































































































































