Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 50 / 1761% |
| Size | big |
| Lifes / Deaths | Killed by Islawe the blade horror at level 15 on the 15th Iron 123rd year of Ascendancy at 19:49 4 / 4Killed by Subject Z at level 21 on the 36th Profit 123rd year of Ascendancy at 14:46 Killed by overpowered greater multi-hued wyrm at level 37 on the 4th Dearth 125th year of Ascendancy at 05:15 Killed by Auntie Sandy Wyrm 2 at level 50 on the 10th Voratun 127th year of Ascendancy at 18:08 |
| Antimagic | Follower |
Primary Stats
| Strength | 177 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 88 (base 60) |
| Magic | 14 (base 10) |
| Willpower | 95 (base 52) |
| Cunning | 73 (base 40) |
Resources
| Life | 1853/2124 |
| Equilibrium | 167 |
| Stamina | 401/460 |
| Psi_feedback | 81/100 |
| Healing Factor | 1.7534883720934 |
| Regeneration | 276.71800000006 |
Speed
| Mental | +5.96386969525% |
| Attack | +5.96386969525% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10.268691974296 |
Offense: Mainhand
| Damage | 287 |
| Accuracy | 50 |
| Crit Chance | 62% |
| APR | 24 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 38% |
| Speed | 0.94371789448232 |
Offense: Damage Bonus
| All | +11% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 127.20204860497 (94.117647058824%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 85 |
| Spell Save | 83 |
| Mental Save | 87 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 69% |
| Bleed Resistance | 5% |
| Confusion Resistance | 25% |
| Knockback Resistance | 100% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 450 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 779 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -719 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 4/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+21). Continuum Destabilization |
| beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 155.76 life per turn. Regeneration |
| beneficial effect | You gain 40% resistance against darkness. Resolve |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Layelranne the black mamba. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by lesser vampire. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost warrior from death by venom drake hatchling. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 137. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You 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. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness 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 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 140, 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 351.54 darkness damage (based on Mindpower and charge), costing 10 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. |
| On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Bellowing Roar (costing 45 power out of 37/45) : Effective talent level: 4.5 Power cost: 45 out of 37/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 6. The sound wave is so strong, your foes also take 324.66 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | RandoRingHeal RandoRingHealInfused by nature 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.) Armour: +20 Changes stats: +10 Str / +9 Wil Changes resistances: +9% blight Changes damage: +7% all Mental save: +18 (+4 eff.) Blindness immunity: +15% Disease immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +40% Life regen: +1.80 Maximum life: +71.00 Spellpower: +20 (+3 eff.) Mindpower: +17 (+4 eff.) Healing mod.: +30% Rings can have magical properties. |
| On fingers | stralite ring 'Voruvea' stralite ring 'Voruvea'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +6 Cun Changes resistances: +24% acid / +9% fire / +9% temporal Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | Beludheth the Lightserpent Beludheth the LightserpentInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +14 (+5 eff.) Changes stats: +7 Str / +7 Dex / +6 Wil / +7 Cun Changes resistances: +10% acid / +3% temporal / +9% light / +9% fire / +9% cold / +10% lightning Changes resistances penetration: +19% physical Changes damage: +25% physical Physical save: +40 (+8 eff.) Spell save: +29 (+5 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +15% Disease immunity: +15% Pinning immunity: +10% Knockback immunity: +10% A belt that goes around your waist. |
| In main hand | RandoSword (62-99.2 power, 4 apr) RandoSword (62-99.2 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Armour: +6 Defense: +21 (+7 eff.) Changes resistances: +21% acid / +24% cold / +23% fire / +3% mind / +21% lightning Changes resistances penetration: +21% physical Changes damage: +20% physical Spell save: +41 (+8 eff.) Disease immunity: +5% Cut immunity: +5% Disarm immunity: +69% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Massive two-handed swords. |
| On hands | Balirerain (0 def, 22 armour) Balirerain (0 def, 22 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 13 physical Changes resistances: +15% acid / +3% darkness Changes damage: +9% physical Spell save: +9 (+1 eff.) Mental save: +24 (+5 eff.) Maximum life: +147.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Scale Mail of Kroltar (20 def, 18 armour) Scale Mail of Kroltar (20 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 4.5 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 58.99 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | Hettobers the Kindlespike (3 def, 0 armour) Hettobers the Kindlespike (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 32% * 32% chance to blind Damage when hit (Melee): 16 nature / 16 temporal Changes resistances: +10% acid / +15% temporal / +10% cold / +10% fire / +10% lightning Changes resistances penetration: +10% light Changes damage: +9% light / +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 654.48 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
heroism infusion (+5 for 9 turns, die at -154) heroism infusion (+5 for 9 turns, die at -154)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -154 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -531) heroism infusion (+6 for 11 turns, die at -531)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -531 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -274) heroism infusion (+6 for 9 turns, die at -274)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -274 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+10 for 9 turns, die at -514) heroism infusion of the duelist (+10 for 9 turns, die at -514)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -514 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+16 for 11 turns, die at -797) heroism infusion of the sneak (+16 for 11 turns, die at -797)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -797 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (698% speed; 5 turns) movement infusion of the psychic (698% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (623% speed; 4 turns) movement infusion of the psychic (623% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 541 over 5 turns) regeneration infusion of the psychic (heal 541 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 446 over 5 turns) regeneration infusion of the psychic (heal 446 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 359 over 5 turns) regeneration infusion of the titan (heal 359 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 662 over 5 turns) regeneration infusion of the warrior (heal 662 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 662 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 662 over 5 turns) regeneration infusion of the warrior (heal 662 over 5 turns)Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 662 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
sun infusion of the psychic (rad 9; power 64; turns 4; dispels darkness) sun infusion of the psychic (rad 9; power 64; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 64) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure mental)wild infusion (resist 30%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 28%; cure physical) wild infusion of the psychic (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 18 for 5 turns) invisibility rune of the psychic (power 18 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 11; power 34; dur 6)phase door rune (range 11; power 34; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 461 for 6 turns) shielding rune of the titan (absorb 461 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 461 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 103) teleportation rune (range 103)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Boltsmasher the gold amulet Boltsmasher the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +2 Dex / +4 Cun Changes resistances: +12% lightning / +18% light / +20% darkness Grants telepathy: Humanoid/Orc Blindness immunity: +38% Amulets can have magical properties. |
Earthen Beads Earthen BeadsRequires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 332 (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. This item has been sent to the Item's Vault. |
Ravenbreak RavenbreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +5% arcane / +22% light / +25% darkness Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Blindness immunity: +32% Disease immunity: +15% Stun/Freeze immunity: +15% Amulets can have magical properties. |
protective voratun amulet of soulsearing protective voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes resistances cap: +4% all Changes damage: +13% blight / +10% fire Critical mult.: +15.00% Physical save: +17 (+3 eff.) Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
vitalizing voratun amulet of murder vitalizing voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +20 Changes stats: +4 Con Critical mult.: +15.00% Physical save: +11 (+2 eff.) Life regen: +0.70 Maximum life: +59.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Elussra ElussraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Con Changes resistances: +15% cold / +6% nature / +12% darkness Physical save: +52 (+10 eff.) Confusion immunity: +20% Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 54.90 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Layatha the Helltorrent Layatha the HelltorrentInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +15% mind / +24% fire Changes damage: +9% fire Life regen: +1.10 Maximum life: +74.00 Healing mod.: +27% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Xeratta the Greenschism Xeratta the GreenschismInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil Changes resistances penetration: +10% blight Spell save: +30 (+6 eff.) Life regen: +1.30 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +65.00 Healing mod.: +16% Damage Shield penetration: +40% Rings can have magical properties. |
Xerora the stralite ring Xerora the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +10% mind Changes damage: +6% mind Mental save: +10 (+2 eff.) Confusion immunity: +44% Rings can have magical properties. |
conjurer's voratun ring of light (+34%) conjurer's voratun ring of light (+34%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes resistances: +34% light Changes damage: +17% light Spellpower: +8 (+1 eff.) Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +5 Str / +1 Cun / +8 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. marksman's voratun ring of wardingmarksman's voratun ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +9 Dex Changes resistances: +29% acid / +24% fire / +26% lightning / +25% cold Rings can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -4% Maximum encumbrance: +22 Spellpower: +5 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
mule's gold ring of sensing mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +23 Blindness immunity: +22% Infravision radius: +3 See stealth: +10 See invisible: +8 Rings can have magical properties. |
mule's stralite ring of pilfering mule's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +14 Defense: +11 (+4 eff.) Fatigue: -7% Maximum encumbrance: +28 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 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 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+1 eff.) Rings can have magical properties. |
savage's gold ring of misery savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +3 Cun / +3 Con Spell save: +12 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +15.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
solipsist's voratun ring of corrosion (+24%) solipsist's voratun ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +24% acid Changes damage: +12% acid Mindpower: +9 (+2 eff.) Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring 'Bivon' stralite ring 'Bivon'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Damage when hit (Melee): 20 blight Changes resistances: +9% mind / +9% fire Mental save: +12 (+3 eff.) Blindness immunity: +64% Infravision radius: +6 See stealth: +21 See invisible: +19 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
titan's steel ring of pilfering titan's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +3 Con Physical save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 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 129% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% nature / +8% blight Poison immunity: +13% Disease immunity: +15% Life regen: +0.60 Maximum life: +74.00 Healing mod.: +16% Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +11 (+4 eff.) Changes resistances: +13% nature / +11% blight Poison immunity: +14% Disease immunity: +21% Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Cuthirehir' voratun ring 'Cuthirehir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Wil / +4 Cun / +9 Con Changes resistances: +5% arcane Changes damage: +18% arcane Grants telepathy: Dragon Physical save: +18 (+3 eff.) See invisible: +12 Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +0.90 Maximum life: +70.00 Healing mod.: +23% Rings can have magical properties. |
voratun ring of life voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.20 Maximum life: +62.00 Healing mod.: +18% Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Halahell (58.5-87.75 power, 4 apr) Halahell (58.5-87.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 73% reduced healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +79 insidious poison Burst (radius 2) on crit: +24 fire When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +2 Dex Changes resistances: +6% blight Changes resistances penetration: +19% fire Changes damage: +3% physical Maximum stamina: +10.00 Global speed: +6% Massive two-handed battleaxes. |
Salurina the voratun battleaxe (58-87 power, 4 apr) Salurina the voratun battleaxe (58-87 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +58 insidious poison / +28 temporal / +20 nature / +12 blight Burst (radius 2) on crit: +42 ice / +8 blight When wielded/worn: Armour: +19 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances penetration: +21% cold Changes damage: +6% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Wildedge (79.5-119.25 power, 4 apr) Wildedge (79.5-119.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes resistances: +15% light Changes damage: +30% nature / +9% light Massive two-handed battleaxes. |
blazebringer's voratun battleaxe of the leech (55.5-83.25 power, 4 apr) blazebringer's voratun battleaxe of the leech (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 23% * leeches stamina from the target Burst (radius 2) on crit: +19 fire When wielded/worn: Damage when hit (Melee): 24 nature slow Changes resistances penetration: +17% fire Global speed: +6% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of crippling (56-84 power, 4 apr)voratun battleaxe of crippling (56-84 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Massive two-handed battleaxes. |
Flashborn the voratun greatmaul (68-102 power, 4 apr) Flashborn the voratun greatmaul (68-102 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 34 arcane resource burn Damage (Melee): +8 lightning Burst (radius 2) on crit: +16 lightning When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances penetration: +15% lightning Critical mult.: +15.00% Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +5% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatmaul of purging (69.5-104.25 power, 4 apr)blazebringer's voratun greatmaul of purging (69.5-104.25 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed mauls. |
inquisitor's voratun greatmaul of evisceration (68.5-102.75 power, 4 apr) inquisitor's voratun greatmaul of evisceration (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * wounds the target for 7 turns: 23 bleeding, 73% reduced healing * burns latent spell energy When wielded/worn: Physical crit. chance: +14.0% Physical power: +16 (+3 eff.) Massive two-handed mauls. |
voratun greatmaul 'Stokeire' (67.5-101.25 power, 4 apr) voratun greatmaul 'Stokeire' (67.5-101.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +21.0% Changes stats: +4 Mag Changes resistances penetration: +20% blight Mana each turn: +0.24 Vim when firing critical spell: +2.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +6% Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Cyryta (100-160 power, 4 apr) Cyryta (100-160 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 100.0 - 160.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +19 nature / +28 temporal When wielded/worn: Physical power: +4 (+1 eff.) Spell save: +6 (+1 eff.) Mana each turn: +0.12 Maximum vim: +20.00 Spell crit. chance: +2% Massive two-handed swords. |
Fulylar the stralite greatsword (67.5-108 power, 3 apr) Fulylar the stralite greatsword (67.5-108 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 67.5 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 37% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +28 mind When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +9 Cun / +9 Wil Changes resistances: +6% mind Grants telepathy: Humanoid/Orc Poison immunity: +10% Confusion immunity: +10% Infravision radius: +3 Massive two-handed swords. |
Sparkhue the voratun greatsword (59-94.4 power, 4 apr) Sparkhue the voratun greatsword (59-94.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to daze at end of turn Burst (radius 1) on hit: +8 lightning When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +7 Wil Changes resistances: +6% lightning Changes damage: +6% mind Critical mult.: +34.00% Mental crit. chance: +2% Massive two-handed swords. |
inquisitor's voratun greatsword of amnesia (59.5-95.2 power, 4 apr) inquisitor's voratun greatsword of amnesia (59.5-95.2 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy When wielded/worn: Massive two-handed swords. |
stralite greatsword 'Spiderwake' (62.5-100 power, 3 apr) stralite greatsword 'Spiderwake' (62.5-100 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances penetration: +15% nature / +25% mind Changes damage: +24% nature Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 139.05 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
voratun longsword 'Turuyazor' (43.5-60.9 power, 10 apr) voratun longsword 'Turuyazor' (43.5-60.9 power, 10 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * Slows global speed by 20% * leeches stamina from the target When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 17 nature slow Changes resistances: +5% physical / +6% cold Changes damage: +9% physical Sharp, long, and deadly. |
Chaloduneg the voratun mace (45.5-63.7 power, 6 apr) Chaloduneg the voratun mace (45.5-63.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 32% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 8 arcane / 21 blight Changes resistances: +9% blight Changes damage: +18% blight / +9% arcane Blunt and deadly. |
Duvaroddakalthodar the Tempestquarry (45.5-63.7 power, 6 apr) Duvaroddakalthodar the Tempestquarry (45.5-63.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +4 (+1 eff.) Changes stats: +6 Str Changes resistances: +6% lightning / +3% temporal / +9% light / +10% all Changes resistances penetration: +14% nature Changes damage: +15% physical Critical mult.: +6.00% Spell save: +15 (+3 eff.) Stamina when hit: +2.50 Blunt and deadly. |
Glemira (59.5-83.3 power, 6 apr) Glemira (59.5-83.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +60 insidious poison / +26 cold When wielded/worn: Fatigue: -4% Damage when hit (Melee): 12 blight Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of amnesia (44.5-62.3 power, 6 apr)blazebringer's voratun mace of amnesia (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +18 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +6% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun mace of massacre (57.5-80.5 power, 6 apr)flaming voratun mace of massacre (57.5-80.5 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun mace (45.5-63.7 power, 6 apr)warbringer's voratun mace (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +26% Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (303 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of clarity (15-16.5 power, 40 apr, nature damage)nature's living mindstar of clarity (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +7% nature Mental save: +10 (+2 eff.) Disease immunity: +16% Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling of recursionmighty drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. throat-seeking drakeskin leather slingthroat-seeking drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +22 nature When wielded/worn: Changes resistances penetration: +15% nature Slings are used to hurl stones or metal shots at your foes. |
Glitterrain the dragonbone vilestaff (30-36 power, 6 apr, blight element) Glitterrain the dragonbone vilestaff (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to blind Damage (Melee): +20 light When wielded/worn: Effects on melee hit: * 33% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% blight Changes damage: +30% blight / +12% light Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Mayeseda the Demonjeer (20-24 power, 4 apr, fire element) Mayeseda the Demonjeer (20-24 power, 4 apr, fire element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +4 lightning / +8 darkness When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes stats: +3 Wil / +4 Cun / +5 Con Changes damage: +20% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Life regen: +1.40 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +1 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
Noonbile (30-36 power, 6 apr, lightning element) Noonbile (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 43% Burst (radius 2) on crit: +20 light When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +8.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 32% chance to blind Changes resistances: +6% fire Changes damage: +30% lightning / +18% nature / +30% light Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Singeoath the elven-wood magestaff (25-30 power, 5 apr, cold element) Singeoath the elven-wood magestaff (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 33% chance to corrode armour by 30% Changes stats: +7 Con Changes resistances: +12% fire Changes damage: +6% acid / +25% cold Talent granted: +1 Command Staff Life regen: +1.70 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +30 (+5 eff.) Spell crit. chance: +14% Healing mod.: +26% It can be used to conjure elemental energy in a radius 8 cone, dealing 47.26 to 56.72 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element) Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
dragonbone vilestaff 'Turybers' (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Turybers' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Armour: +6 Damage (Melee): 30 arcane Changes resistances: +15% acid / +15% cold Changes damage: +30% acid Talent granted: +1 Command Staff Blindness immunity: +5% Silence immunity: +15% Only die when reaching: -20.00 life Maximum mana: +69.00 Spellpower: +41 (+6 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. lifebinding dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)lifebinding dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +30% cold Talent granted: +1 Command Staff Life regen: +1.70 Mana each turn: +0.39 Spellpower: +38 (+6 eff.) Spell crit. chance: +5% Healing mod.: +30% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Aryriama the voratun waraxe (39-54.6 power, 6 apr) Aryriama the voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * Slows global speed by 16% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 19 nature slow Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +17% acid / +17% fire / +17% cold / +6% nature / +11% lightning Changes resistances penetration: +13% lightning / +15% mind Spell save: +13 (+2 eff.) Psi when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% One-handed war axes. |
Xeruba the Demontreason (39-54.6 power, 6 apr) Xeruba the Demontreason (39-54.6 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 27% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +25 mind When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 darkness Changes stats: +2 Cun / +7 Wil Changes resistances: +20% darkness Changes resistances penetration: +10% darkness / +15% physical One-handed war axes. |
inquisitor's voratun waraxe of amnesia (39-54.6 power, 6 apr) inquisitor's voratun waraxe of amnesia (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy When wielded/worn: One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of massacre (54.5-76.3 power, 6 apr)quick voratun waraxe of massacre (54.5-76.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +6 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of crippling (39.5-55.3 power, 6 apr)warbringer's voratun waraxe of crippling (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +35% One-handed war axes. |
Belima the Carrionsmash Belima the CarrionsmashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +9% nature / +6% mind Changes resistances penetration: +25% nature Spell save: +12 (+2 eff.) Silence immunity: +15% Maximum life: +51.00 A belt that goes around your waist. |
Bokayon BokayonInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Wil Changes damage: +12% physical Critical mult.: +9.00% Mental save: +14 (+3 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Maximum life: +71.00 Healing mod.: +10% A belt that goes around your waist. |
Durigar DurigarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str / +1 Mag Life regen: +1.60 Light radius: +1 Healing mod.: +17% A belt that goes around your waist. This item has been sent to the Item's Vault. |
monstrous hardened leather belt of valiance monstrous hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +3 Wil / +3 Con Physical save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Maximum life: +69.00 Size category: +1 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 141.88 cold damage and condensing the air into freezing vapors that deal 47.29 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Goremonster (3 def, 10 armour) Goremonster (3 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Armour: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +6 Dex Changes resistances: +3% temporal / +3% blight / +29% cold / +3% nature / +5% arcane Changes resistances penetration: +20% nature Changes damage: +3% nature Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huraduyadas the elven-silk cloak (22 def, 0 armour) Huraduyadas the elven-silk cloak (22 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Defense: +22 (+8 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -9% Changes stats: +2 Con Changes resistances: +22% fire / +20% darkness / +23% light Changes resistances penetration: +16% darkness Changes damage: +16% darkness Stealth bonus: +36 Spell save: +30 (+6 eff.) Maximum life: +65.00 Maximum stamina: +38.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunstun the elven-silk cloak (3 def, 0 armour) Sunstun the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 mind Changes stats: +2 Str / +2 Con Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +9% light / +6% mind 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 'Belirin' (18 def, 0 armour) elven-silk cloak 'Belirin' (18 def, 0 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: Defense: +18 (+6 eff.) Changes stats: +5 Mag / +12 Wil / +6 Cun Physical save: +15 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Spell crit. chance: +8% Mental crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Starmark (5 def, 6 armour)Starmark (5 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +5 (+2 eff.) Changes stats: +4 Str Changes resistances: +25% nature / +15% light Changes resistances penetration: +28% physical Changes damage: +17% nature / +12% mind Life regen: +0.60 Maximum life: +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of time (+17%) (5 def, 0 armour)mindwoven elven-silk robe of time (+17%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +17% temporal Changes damage: +17% temporal Mental save: +27 (+6 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerolaith the pair of dwarven-steel boots (5 def, 10 armour) Aerolaith the pair of dwarven-steel boots (5 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +5 Dex Changes resistances penetration: +10% physical Stamina each turn: +0.40 Maximum life: +30.00 Healing mod.: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Harisus the Stokesage (0 def, 3 armour) Harisus the Stokesage (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes resistances: +40% fire / +15% mind / +10% cold Changes resistances penetration: +20% mind Changes damage: +6% fire A pair of boots made of leather. This object's appearance was changed to pair of drakeskin leather boots. |
Wanderer's Rest (4 def, 0 armour) 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 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots (0 def, 5 armour)dreamer's pair of drakeskin leather boots (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +12 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of evasion (14 def, 5 armour)scholar's pair of voratun boots of evasion (14 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+5 eff.) Fatigue: +4% Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 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 18% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of rushing (0 def, 5 armour) wanderer's pair of drakeskin leather boots of rushing (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +5 Cun / +8 Con Physical save: +20 (+4 eff.) Mental save: +24 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour) wanderer's pair of drakeskin leather boots of spellbinding (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 Fatigue: +5% Changes stats: +4 Mag / +4 Cun / +3 Con Physical save: +18 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +15 (+3 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Belussra the voratun gauntlets (0 def, 3 armour) Belussra the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 30 darkness Damage when hit (Melee): 8 physical Changes stats: +2 Con / +6 Wil Changes damage: +6% physical Critical mult.: +18.00% Mental save: +1 (+0 eff.) Mindpower: +14 (+4 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Glitterrazor (0 def, 3 armour) Glitterrazor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 32 mind / 32 darkness Damage when hit (Melee): 12 light Changes resistances: +6% light Changes damage: +9% light / +12% fire Mental save: -8 (-1 eff.) Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Pyresnake (0 def, 3 armour) Pyresnake (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 blight Damage when hit (Melee): 22 acid Changes resistances: +10% blight / +9% fire / +9% mind / +9% acid Changes resistances penetration: +28% acid Changes damage: +11% blight / +12% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shineviper the voratun gauntlets (0 def, 3 armour) Shineviper the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +3 Changes stats: +8 Dex / +3 Mag / +8 Cun / +2 Con Changes resistances penetration: +15% arcane Changes damage: +12% blight Spell save: +31 (+6 eff.) Light radius: +3 Damage Shield penetration: +50% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 180.93 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
heroic voratun gauntlets of the starseeker (0 def, 8 armour) heroic voratun gauntlets of the starseeker (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +5 Cun / +4 Mag Changes resistances: +8% light / +8% darkness Mental save: +11 (+2 eff.) Maximum life: +70.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 35.39 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Flashsweeper the cashmere wizard hat (2 def, 0 armour) Flashsweeper the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% arcane Changes resistances penetration: +20% fire Changes damage: +6% acid / +7% lightning / +12% fire / +29% arcane / +8% cold Equilibrium when hit: +1.60 Psi when hit: +0.80 Hate when hit: +1.60 Maximum mana: +61.00 A pointy cloth hat, very wizardly... |
Isloldavena the Furnacemire (6 def, 10 armour) Isloldavena the Furnacemire (6 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 blight Changes resistances: +11% acid / +9% lightning / +3% blight / +11% cold / +11% fire / +4% all Changes resistances penetration: +15% blight / +20% fire Allows you to breathe in: water Physical save: +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level. dragonslayer's voratun helm (0 def, 5 armour)dragonslayer's voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% acid / +13% fire / +12% lightning / +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap 'Voroda' (0 def, 5 armour)drakeskin leather cap 'Voroda' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +9 Wil Changes resistances: +14% blight / +16% temporal / +5% arcane / +12% acid Changes resistances penetration: +15% arcane / +28% temporal Changes damage: +12% acid / +6% temporal Mental save: +15 (+3 eff.) A cap made of leather. |
elven-silk wizard hat 'Furnacejustice' (13 def, 8 armour) elven-silk wizard hat 'Furnacejustice' (13 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +6 Armour: +8 Defense: +13 (+5 eff.) Ranged Defense: +10 (+4 eff.) Effects on melee hit: * 22% chance to disease Changes stats: +7 Cun / +7 Wil Changes resistances: +9% blight / +21% fire Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
thaloren voratun helm of sanctity (0 def, 5 armour) thaloren voratun helm of sanctity (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Wil Changes resistances: +24% blight / +12% darkness Spell save: +13 (+2 eff.) Mental save: +23 (+5 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. 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, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Shockvengeance' (6 def, 13 armour) voratun helm 'Shockvengeance' (6 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to corrode armour by 30% Changes stats: +7 Wil Changes resistances: +9% blight / +18% lightning / +21% mind / +6% all Changes resistances penetration: +5% lightning / +5% acid Physical save: +12 (+2 eff.) Mental save: +27 (+6 eff.) Confusion immunity: +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bloomshaper the dwarven-steel mail armour (3 def, 14 armour) Bloomshaper the dwarven-steel mail armour (3 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Con Changes resistances: +7% mind Changes resistances penetration: +20% nature Physical save: +12 (+2 eff.) Mental save: +16 (+3 eff.) A suit of armour made of mail. |
Gloworacle (10 def, 21 armour) Gloworacle (10 def, 21 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Armour: +21 Defense: +10 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to blind Changes stats: +2 Con Changes resistances: +9% light Physical save: +6 (+1 eff.) Life regen: +0.80 A suit of armour made of mail. |
Mireonslaught (4 def, 17 armour) Mireonslaught (4 def, 17 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% acid / +9% physical / +12% lightning / +12% fire / +12% cold / +3% nature / +15% temporal Changes resistances penetration: +15% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of natural resilience (5 def, 10 armour)enlightening voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +8 Cun / +8 Wil Changes resistances: +18% nature / +14% blight Reduced damage from: +14% Unnatural Mental save: +21 (+4 eff.) A suit of armour made of mail. |
hardened stralite mail armour of the deep (4 def, 19 armour) hardened stralite mail armour of the deep (4 def, 19 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +22% acid / +9% physical / +9% fire / +8% lightning / +14% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of cold resistance (5 def, 10 armour)searing voratun mail armour of cold resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage (Melee): 15 acid / 18 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +27% acid / +23% fire / +28% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of the deep (5 def, 15 armour)spiked voratun mail armour of the deep (5 def, 15 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +15% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
voratun mail armour 'Galagar' (5 def, 16 armour) voratun mail armour 'Galagar' (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Changes resistances: +15% acid / +13% cold Changes resistances penetration: +25% acid Changes damage: +9% acid Allows you to breathe in: water Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +0% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 65.02 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+7 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+8 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +0.00 Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of thunder (9 def, 16 armour)fearforged voratun plate armour of thunder (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +23 (+5 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +36% Changes stats: +8 Str / +8 Mag / +5 Wil / +8 Con Changes resistances: +19% lightning / +10% fire / -17% light / +13% darkness Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+2 eff.) Spellpower: +16 (+3 eff.) Spell crit. chance: +10% Mindpower: +24 (+6 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
voratun plate armour 'Glitterrune' (9 def, 29 armour) voratun plate armour 'Glitterrune' (9 def, 29 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 (+3 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to blind Changes stats: +6 Str / +4 Mag / +4 Con Changes resistances: +26% acid / +14% physical / +15% fire / +14% lightning / +29% cold Changes damage: +9% light Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +15 (+3 eff.) Disarm immunity: +34% Stun/Freeze immunity: +37% Knockback immunity: +40% Light radius: +2 Damage Shield penetration: +40% A suit of armour made of metal plates. |
voratun plate armour 'Lavareaper' (9 def, 16 armour) voratun plate armour 'Lavareaper' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +18% Damage when hit (Melee): 14 light Changes stats: +3 Dex / +6 Wil / +2 Cun Changes resistances: +26% blight / +15% fire / +27% darkness Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Psi when hit: +0.20 Light radius: +2 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Jetslice the voratun shield (12 def, 3 armour, 80-96 power, 210 block) Jetslice the voratun shield (12 def, 3 armour, 80-96 power, 210 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.0 - 96.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +210 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 32% chance to reduce effective powers by 20% * 31 arcane resource burn Changes stats: +7 Con Changes resistances: +18% acid / +29% cold / +17% nature / +9% light Talent granted: +5 Block Spell save: +36 (+7 eff.) Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 82.08 to 102.60 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Vorurinor (16 def, 2 armour, 53-63.6 power, 139.5 block) Vorurinor (16 def, 2 armour, 53-63.6 power, 139.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +140 Damage against: +25% Dragon When wielded/worn: Armour: +2 Defense: +16 (+6 eff.) Ranged Defense: +16 (+6 eff.) Fatigue: +14% Changes stats: +1 Str / +4 Cun / +3 Con Changes resistances: +23% lightning Talent granted: +4 Block Critical mult.: +9.00% See invisible: +9 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic voratun shield of crushing (12 def, 3 armour, 75.5-90.6 power, 203.5 block)acidic voratun shield of crushing (12 def, 3 armour, 75.5-90.6 power, 203.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +204 On weapon hit: * 25% chance to corrode armour by 30% On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 25 acid Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. coruscating voratun shield (12 def, 3 armour, 64-76.8 power, 205 block)coruscating voratun shield (12 def, 3 armour, 64-76.8 power, 205 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +205 Damage (Melee): +17 fire When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 22 fire Changes stats: +5 Str Changes resistances: +19% fire Talent granted: +5 Block Handheld deflection devices. |
living voratun shield of earthen fury (12 def, 14 armour, 66.5-79.8 power, 205.5 block) living voratun shield of earthen fury (12 def, 14 armour, 66.5-79.8 power, 205.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +206 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +14 nature When wielded/worn: Armour: +14 Armour Hardiness: +7% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 18 nature Changes resistances: +14% blight / +16% physical / +18% nature Talent granted: +5 Block Maximum life: +95.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. living voratun shield of radiance (12 def, 3 armour, 69.5-83.4 power, 195.5 block)living voratun shield of radiance (12 def, 3 armour, 69.5-83.4 power, 195.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 Damage (Melee): +16 nature / +20 light When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 31% chance to blind Damage when hit (Melee): 19 nature Changes stats: +3 Mag / +5 Con Changes resistances: +17% blight / +18% nature / +20% light Talent granted: +5 Block Maximum life: +58.00 Handheld deflection devices. |
plaguebringer's quiver of dragonbone arrows of crippling (22/22, 54.5-76.3 power, 18 apr) plaguebringer's quiver of dragonbone arrows of crippling (22/22, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +24.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease On weapon crit: * cripple the target Damage (Ranged): +26 blight Arrows are used with bows to pierce your foes to death. |
sentry's quiver of elven-wood arrows of crippling (47/47, 50.5-70.7 power, 29 apr) sentry's quiver of elven-wood arrows of crippling (47/47, 50.5-70.7 power, 29 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 50.5 - 70.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +17.5% Capacity: 47 Turns elapse between self-loadings: 0 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. storming quiver of dragonbone arrows (21/21, 55.5-77.7 power, 18 apr)storming quiver of dragonbone arrows (21/21, 55.5-77.7 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +35 lightning Burst (radius 2) on crit: +21 lightning Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
561 alchemist agate 561 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daimudogrim (dig speed 11 turns) Daimudogrim (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +25% darkness / +12% temporal Mental save: +9 (+2 eff.) Disease immunity: +15% Knockback immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 194.52 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซRequires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. This item has been sent to the Item's Vault. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Pyreserpent the brass lantern Pyreserpent the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes resistances penetration: +10% fire Changes damage: +9% fire Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Aerymita' alchemist's lamp 'Aerymita'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical save: +20 (+4 eff.) Psi when hit: +0.08 Maximum life: +75.00 Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's dwarven lantern of corpselight dreamer's dwarven lantern of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% blight / +10% darkness Mental save: +10 (+2 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: +4 Infravision radius: +5 See invisible: +11 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 30 cooldown : Effective talent level: 1.0 Power cost: 30 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 7 turns, and deals 34 blight damage or heals 45 life. Creatures standing in the retch also have 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +6 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
13 bloodstone 13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3) Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 314.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 62/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Cyrawe the Nightqueen (20/20, 51.5-61.8 power, 6 apr) Cyrawe the Nightqueen (20/20, 51.5-61.8 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 44% * 25% chance to put talents on cooldown Damage (Ranged): +12 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +16 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of voratun shots of erosion (21/21, 51-61.2 power, 6 apr)inquisitor's pouch of voratun shots of erosion (21/21, 51-61.2 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon crit: * burns latent spell energy Damage (Ranged): +21 manaburn arcane / +14 nature / +17 temporal Shots are used with slings to pummel your foes to death. |
Emuma the Shinetaint [power 105] (11/20 cooldown) Emuma the Shinetaint [power 105] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 16 fire Changes resistances: +20% light / +9% fire Changes resistances penetration: +15% fire Changes damage: +6% light It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 105 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 67] (11/20 cooldown) dwarven-steel torque of kinetic psionic shield [power 67] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. hateful voratun torque of charged psionic shield [power 149] (11/20 cooldown)hateful voratun torque of charged psionic shield [power 149] (11/20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 149 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (11/10 cooldown) iron torque of clear mind [power 1] (11/10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of charged psionic shield [power 311] (11/29 cooldown) overpowered voratun torque of charged psionic shield [power 311] (11/29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 311 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of thermal psionic shield [power 263] (11/28 cooldown) overpowered voratun torque of thermal psionic shield [power 263] (11/28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 263 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of mindblast [power 345] (11/6 cooldown) psionic voratun torque of mindblast [power 345] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 9 beam dealing 191.47 to 382.95 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of psychoportation [power 33] (11/20 cooldown) quick dwarven-steel torque of psychoportation [power 33] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 33), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of kinetic psionic shield [power 125] (11/15 cooldown) quick voratun torque of kinetic psionic shield [power 125] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
quiet steel torque of thermal psionic shield [power 51] (11/20 cooldown) quiet steel torque of thermal psionic shield [power 51] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of mindblast [power 253] (11/6 cooldown) quiet stralite torque of mindblast [power 253] (11/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to fire a blast of psionic energies in a range 9 beam dealing 140.41 to 280.83 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of kinetic psionic shield [power 133] (11/20 cooldown) quiet voratun torque of kinetic psionic shield [power 133] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 133 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 103] (11/20 cooldown) stralite torque of kinetic psionic shield [power 103] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 103 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Airpeal' [power 99] (11/20 cooldown) stralite torque of thermal psionic shield 'Airpeal' [power 99] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes damage: +6% arcane / +12% lightning Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Damage Shield penetration: +20% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 99 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Gloomshine' [power 131] (11/20 cooldown) stralite torque of thermal psionic shield 'Gloomshine' [power 131] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 arcane / 20 darkness Changes resistances: +12% darkness / +6% lightning Changes resistances penetration: +20% lightning Changes damage: +12% darkness / +9% arcane It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of mindblast [power 525] (11/7 cooldown) supercharged voratun torque of mindblast [power 525] (11/7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 9 beam dealing 291.38 to 582.75 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of thermal psionic shield [power 107] (11/20 cooldown) telekinetic stralite torque of thermal psionic shield [power 107] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of charged psionic shield [power 137] (11/20 cooldown) telekinetic voratun torque of charged psionic shield [power 137] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent granted: +4 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 137 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation [power 59] (11/30 cooldown) voratun torque of psychoportation [power 59] (11/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 59), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of charged psionic shield [power 75] (11/20 cooldown) warded dwarven-steel torque of charged psionic shield [power 75] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of charged psionic shield [power 131] (11/20 cooldown) warded voratun torque of charged psionic shield [power 131] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +4 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Brightstoker [power 29] (11/20 cooldown) Brightstoker [power 29] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% light Changes damage: +18% light It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments [power 4] (11/10 cooldown) dragonbone totem of cure ailments [power 4] (11/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 247] (11/20 cooldown) dragonbone totem of healing [power 247] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 9 (based on Willpower) for 247, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of cure ailments 'Sulfurzeal' [power 4] (11/10 cooldown) elven-wood totem of cure ailments 'Sulfurzeal' [power 4] (11/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes resistances: +12% nature / +30% acid Changes resistances penetration: +20% nature Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of thorny skin [power 52] (11/13 cooldown) quick dragonbone totem of thorny skin [power 52] (11/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 70%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 65] (11/20 cooldown) rushing dragonbone totem of thorny skin [power 65] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +1 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of cure ailments [power 5] (11/12 cooldown) supercharged dragonbone totem of cure ailments [power 5] (11/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
webbed dragonbone totem of thorny skin [power 80] (11/20 cooldown) webbed dragonbone totem of thorny skin [power 80] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick dragonbone wand of trap destruction [power 93] (11/12 cooldown) quick dragonbone wand of trap destruction [power 93] (11/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to disarm traps (93 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy dragonbone wand of firewall [power 329] (11/6 cooldown) shadowy dragonbone wand of firewall [power 329] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting 4 turns (dealing 432 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking dragonbone wand of conjuration [power 445] (11/10 cooldown) striking dragonbone wand of conjuration [power 445] (11/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +4 Strike It can be used to fire a bolt of a random element with (base) damage 222 to 445, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. void dragonbone wand of clairvoyance [power 15] (11/6 cooldown)void dragonbone wand of clairvoyance [power 15] (11/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 15, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
17 diamond 17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone 17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl 17 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 33
19th Stralite 125th year of Ascendancy at 14:46 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 44
13rd Voratun 126th year of Ascendancy at 04:15 see stats
Against all odds
Killed Ukruk in the ambush.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 32
30th Iron 125th year of Ascendancy at 18:02 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 25
20th Stralite 124th year of Ascendancy at 08:59 see stats
Arachnophobia
Destroyed the spydric menace.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 36
20th Profit 125th year of Ascendancy at 07:51 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 37
4th Dearth 125th year of Ascendancy at 04:28 see stats
Ay ay captain!
Turn into a pirate!By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 26
20th Voratun 124th year of Ascendancy at 14:24 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 39
3rd Loss 125th year of Ascendancy at 11:45 see stats
Brave new world
Went to the Far East and took part in the war.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 35
9th Voratun 125th year of Ascendancy at 04:23 see stats
Bringer of Doom
Killed a Bringer of Doom.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 26
18th Voratun 124th year of Ascendancy at 16:13 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 30
7th Iron 125th year of Ascendancy at 19:56 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 48
15th Iron 127th year of Ascendancy at 23:46 see stats
Clone War
Destroyed your own Shade.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 43
16th Gold 126th year of Ascendancy at 06:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 15
28th Loss 122nd year of Ascendancy at 15:12 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 39
29th Loss 125th year of Ascendancy at 13:53 see stats
Destroyer of the creation
Killed Slasul.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 42
2nd Gold 126th year of Ascendancy at 13:17 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 34
26th Stralite 125th year of Ascendancy at 21:53 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 23
29th Iron 124th year of Ascendancy at 00:06 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 43
37th Stralite 126th year of Ascendancy at 12:36 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 18
24th Gold 123rd year of Ascendancy at 17:13 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
5th Steel 127th year of Ascendancy at 03:47 see stats
Exterminator
Killed 1000 creatures.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 16
22nd Iron 123rd year of Ascendancy at 09:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 26
20th Voratun 124th year of Ascendancy at 18:18 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
28th Gold 127th year of Ascendancy at 07:59 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 42
2nd Gold 126th year of Ascendancy at 17:14 see stats
Got eggs?
Finish the Pikataclysm event.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 27
12nd Profit 124th year of Ascendancy at 19:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 18
9th Gold 123rd year of Ascendancy at 02:15 see stats
Huge Appetite
Ate 20 bosses.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 33
29th Gold 125th year of Ascendancy at 14:52 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
8th Stralite 127th year of Ascendancy at 10:51 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 44
11st Voratun 126th year of Ascendancy at 08:41 see stats
Level 10
Got a character to level 10.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 10
22nd Dearth 122nd year of Ascendancy at 17:29 see stats
Level 20
Got a character to level 20.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 20
26th Gold 123rd year of Ascendancy at 03:43 see stats
Level 30
Got a character to level 30.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 30
1st Shortage 124th year of Ascendancy at 14:55 see stats
Level 40
Got a character to level 40.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 40
1st Shortage 125th year of Ascendancy at 22:02 see stats
Level 50
Got a character to level 50.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
29th Iron 127th year of Ascendancy at 21:35 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 25
39th Steel 124th year of Ascendancy at 06:26 see stats
May the 4th be with you!
.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 48
25th Shortage 126th year of Ascendancy at 21:59 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 33
29th Gold 125th year of Ascendancy at 14:52 see stats
Orcrist
Killed the leaders of the Orc Pride.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 47
17th Wealth 126th year of Ascendancy at 14:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 7
1st Dearth 122nd year of Ascendancy at 06:01 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 24
14th Steel 124th year of Ascendancy at 18:21 see stats
Selfless
Won ToME by closing the Void portal using yourself as a sacrifice.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
10th Voratun 127th year of Ascendancy at 18:08 see stats
Size is everything
Did over 1500 damage in one attack.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 34
31st Stralite 125th year of Ascendancy at 23:35 see stats
Size matters
Did over 600 damage in one attack.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 23
28th Iron 124th year of Ascendancy at 23:43 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 35
5th Voratun 125th year of Ascendancy at 10:37 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 4
18th Voratun 122nd year of Ascendancy at 13:47 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
10th Voratun 127th year of Ascendancy at 18:06 see stats
Take you with me
Killed a boss while already dead.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 22
36th Profit 123rd year of Ascendancy at 14:46 see stats
The Arena
Unlocked Arena mode.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 10
22nd Dearth 122nd year of Ascendancy at 18:16 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 45
23rd Profit 126th year of Ascendancy at 00:09 see stats
The bigger the better!
Did over 3000 damage in one attack.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 50
28th Gold 127th year of Ascendancy at 03:04 see stats
The secret city
Discovered the truth about mages.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 7
39th Profit 122nd year of Ascendancy at 07:48 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 37
35th Dearth 125th year of Ascendancy at 05:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 29
30th Loss 124th year of Ascendancy at 00:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 17
28th Iron 123rd year of Ascendancy at 04:13 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 31
30th Iron 125th year of Ascendancy at 12:47 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Auntie Sandy Wyrm 2 the Dwarf Wyrmic level 45
1st Acquisition 126th year of Ascendancy at 11:33 see stats
Log
Elandar casts Moonlight Ray.
Auntie Sandy Wyrm 2 is invigorated by the attack!
Auntie Sandy Wyrm 2 HEALS from darkness damage!
Elandar hits Auntie Sandy Wyrm 2 for 79 darkness, 79 healing (79 total damage) [79 healing].
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Auntie Sandy Wyrm 2 uses Execution.
Auntie Sandy Wyrm 2 performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Auntie Sandy Wyrm 2 hits Elandar for 2737 physical damage.
Auntie Sandy Wyrm 2 killed Elandar!
Talent Ice Breath is ready to use.
Talent Dissolve is ready to use.
Auntie Sandy Wyrm 2 uses Infusion: Regeneration.
Auntie Sandy Wyrm 2 starts regenerating health quickly.
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Auntie Sandy Wyrm 2 is no longer toxic to arcane users.
Auntie Sandy Wyrm 2 stops regenerating health quickly.
Auntie Sandy Wyrm 2 is no longer attuned.
Auntie Sandy Wyrm 2 deactivates Icy Skin.
Auntie Sandy Wyrm 2 deactivates Wild Growth.
