










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 50 / 1386% |
| Size | big |
| Lifes / Deaths | Killed by Xossra the bandit lord at level 20 on the 67th Haze 122nd year of Ascendancy at 02:06 / 2Killed by Argoniel at level 50 on the 73rd Regrowth 124th year of Ascendancy at 01:37 |
Primary Stats
| Strength | 189 (base 60) |
| Dexterity | 119 (base 61) |
| Constitution | 68 (base 13) |
| Magic | 52 (base 14) |
| Willpower | 61 (base 46) |
| Cunning | 122 (base 61) |
Resources
| Life | -32/1535 |
| Mana | 638/649 |
| Stamina | 19/280 |
| Healing Factor | 1.6655462184876 |
| Regeneration | 36.891848739499 |
Speed
| Mental | -4.2965631052994E-12% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 22 |
| Infravision | 13 |
| See Stealth | 73.490609053073 |
| See Invisible | 73.490609053073 |
Offense: Mainhand
| Damage | 341 |
| Accuracy | 92 |
| Crit Chance | 40% |
| APR | 75 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +60% |
| Acid | +39% |
| Light | +35% |
| Temporal | +51% |
| Blight | +44% |
| Physical | +85% |
| Fire | +59% |
| All | +27% |
Offense: Damage Penetration
| Nature | +10% |
| Darkness | +20% |
| Light | +20% |
| Temporal | +28% |
| Fire | +20% |
| Physical | +37% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 65 (90.376569037657%) |
| Defense | 74 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 48 |
| Mental Save | 55 |
Defense: Resistances
| Acid | -29%( 70%) |
| Blight | -30%( 70%) |
| Arcane | -47%( 70%) |
| Cold | -71%( 70%) |
| All | -63%( 70%) |
| Darkness | + 70%( 70%) |
| Light | -29%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | -35%( 70%) |
| Fire | + 41%( 70%) |
| Lightning | -40%( 70%) |
Defense: Immunities
| Pinning Resistance | 47% |
| Confusion Resistance | 30% |
| Disarm Resistance | 0% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 11 turns. While Heroism is active, you will only die when reaching -1402 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 9 turns. While Heroism is active, you will only die when reaching -1212 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1033 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 758 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Daunting Presence |
| talent | Chant of Fortitude |
| detrimental effect | The target is on fire, taking 113.92 fire damage per turn. Burning |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 9. Militant Mind |
| detrimental effect | The target is cursed, reducing all resistances by 58%. Curse of Vulnerability |
| detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 58%. Scoundrel's Strategies |
| detrimental effect | The target is cursed, taking 100.82 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The target is on fire, taking 51.57 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Huge cut that bleeds, doing 20.06 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 16%. Concealment |
| beneficial effect | The target is recovering 54 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 39 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2236. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within4 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 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. |
| Quiver | Lisoletira the Glintwend (7/21, 197% power, 54 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 197% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +54 Crit. chance: +39.0% Capacity: 21 Travel speed: +400% Burst (radius 1) on hit: +20 light / +8 lightning Burst (radius 2) on crit: +20 acid Arrows are used with bows to pierce your foes to death. |
| Light source | lampa5Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Dex / +10 Con Changes resistances: +11% blight Critical mult.: +3.00% Mental save: +3 (+1 eff.) Blindness immunity: +50% Confusion immunity: +30% Life regen: +6.50 Light radius: +20 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Brodyregorath the Ravenbreaker (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 darkness Changes stats: +22 Str / +11 Dex / +5 Cun / +5 Con Changes resistances: -24% light / +12% darkness Changes resistances penetration: +20% darkness / +10% nature Changes damage: +6% darkness Life regen: +7.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | csaki2 (dig speed 3 turns)Requires: - Level 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +6 Str / +1 Wil Changes resistances: +19% fire / +32% darkness / +2% physical Changes damage: +9% physical Damage affinity(heal): +15% darkness Critical mult.: +16.00% Physical save: +6 (+1 eff.) Spell save: +35 (+11 eff.) Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
| On fingers | voratun ring 'Harakath'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +22 (+3 eff.) Changes stats: +7 Str / +7 Dex / +7 Cun / +7 Con Changes damage: +6% blight / +7% all Critical mult.: +5.00% Mana each turn: +0.12 Spellpower: +7 (+3 eff.) Mindpower: +12 (+3 eff.) Damage Shield penetration: +10% Rings can have magical properties. |
| On fingers | WoespawnCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +19 (+3 eff.) Armour: +16 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +8 Str / +9 Dex / +9 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% fire Changes damage: +12% fire / +12% darkness / +8% all Spellpower: +14 (+5 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
| Around waist | Ov_KozepesInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +5 Con Changes resistances: +14% lightning / +15% temporal / +9% light / +15% darkness Changes resistances penetration: +10% light Changes damage: +3% light / +15% darkness Physical save: +15 (+3 eff.) Life regen: +3.50 Mental crit. chance: +14% Healing mod.: +30% Size category: +1 A belt that goes around your waist. |
| In main hand | Ariratta the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Ammo reloads per turn: +11 Changes stats: +3 Str / +16 Mag / +3 Con Changes resistances penetration: +37% physical / +28% temporal Changes damage: +34% physical / +24% temporal Talent mastery: +0.45 Chronomancy / Bow Threading Critical mult.: +5.00% Stamina each turn: +0.20 Maximum stamina: +15.00 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| On hands | Brandreign (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Armour: +3 Damage (Melee): 15 blight / 19 arcane Damage when hit (Melee): 4 fire Changes stats: +9 Dex / +10 Mag / +10 Wil / +9 Cun / +8 Con Changes resistances: +9% blight / +10% arcane / +6% acid Changes damage: +11% blight / +12% acid Reduces incoming crit damage: 10.00% Infravision radius: +2 It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.4 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 71.01 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Cloak | Kopi ugro (13 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +8 (+1 eff.) Armour: +7 Defense: +13 (+3 eff.) Changes stats: +6 Dex / +4 Wil / +4 Cun Changes resistances: +29% darkness / +25% fire / +24% light / +26% temporal Changes resistances penetration: +10% mind Stealth bonus: +14 Mental save: +13 (+4 eff.) Life regen: +0.20 Defense after a teleport: +28 Resist all after a teleport: +15% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dimspawn the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +2 Fatigue: -6% Changes stats: +4 Str / +5 Dex / +6 Cun / +6 Con Changes resistances: +6% darkness / +15% temporal Pinning immunity: +47% Knockback immunity: +30% Life regen: +1.20 Stamina each turn: +0.60 Maximum life: +10.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 306)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the sneak (heal 372)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 372 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 540)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 540 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 502)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 502 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 510)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 510 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+8 for 12 turns, die at -540)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -540 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 (+5 for 13 turns, die at -257)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 5 for 13 turns. While Heroism is active, you will only die when reaching -257 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 (+22 for 10 turns, die at -1018)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 10 turns. While Heroism is active, you will only die when reaching -1018 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+15 for 11 turns, die at -738)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 15 for 11 turns. While Heroism is active, you will only die when reaching -738 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+14 for 11 turns, die at -713)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: 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 14 for 11 turns. While Heroism is active, you will only die when reaching -713 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 8 turns, die at -695)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: 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 23 for 8 turns. While Heroism is active, you will only die when reaching -695 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. |
heroism infusion of the sneak (+22 for 11 turns, die at -999)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 22 for 11 turns. While Heroism is active, you will only die when reaching -999 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. |
heroism infusion of the warrior (+34 for 11 turns, die at -1327)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 34 for 11 turns. While Heroism is active, you will only die when reaching -1327 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+13 for 11 turns, die at -726)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: 21 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 13 for 11 turns. While Heroism is active, you will only die when reaching -726 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+12 for 9 turns, die at -451)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: 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 12 for 9 turns. While Heroism is active, you will only die when reaching -451 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+13 for 10 turns, die at -804)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 13 for 10 turns. While Heroism is active, you will only die when reaching -804 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (742% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 742% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (953% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 953% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (870% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 870% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 (509% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% 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. |
movement infusion of the sneak (910% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 910% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 sneak (760% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 760% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 titan (674% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 674% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the titan (705% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 705% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the warrior (973% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (958% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 958% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (867% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 867% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1168% speed; 7 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1168% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (835% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 835% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (700% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 700% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 219 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 219 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 666 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 666 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 647 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 647 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 465 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 465 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 615 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 615 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 605 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 597 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 691 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 533 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 533 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 854 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 854 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 748 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 748 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 1073 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 1073 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 783 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 783 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 5 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 (resist 17%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% 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 (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 6 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 (resist 20%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 or physical effect and reduce all damage taken by 20% 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 (resist 17%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 6 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 (resist 10%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 6 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 (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% 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 duelist (resist 35%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 35%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 29%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 29%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 24%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (resist 28%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the psychic (resist 31%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 36%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 38%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 360 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the wizard (86 acid damage; disarm 5 turns with power 48)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 86.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 48 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
controlled phase door rune of the psychic (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
controlled phase door rune of the sneak (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (240 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 240.35 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the sneak (174 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 173.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (280 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 279.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (263 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 262.84 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (228 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 228.24 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 20 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 25 for 10 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 25) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (179 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 59.62 to 178.85 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (207 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 69.12 to 207.35 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (203 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 67.68 to 203.03 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (230 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 76.51 to 229.54 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 13; power 48; dur 4)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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 10; power 29; dur 4)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 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
phase door rune of the warrior (range 20; power 63; dur 5)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 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 63%, your defense is increased by 63 and all your resistances by 63%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 23; power 64; 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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 64%, your defense is increased by 64 and all your resistances by 64%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 10; power 26; 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 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 13; power 36; dur 5)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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 14; power 38; dur 5)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: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 433 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: 21 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 433 damage for 6 turns. 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 duelist (absorb 549 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 549 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 634 for 7 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 634 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 532 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 580 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 580 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 367 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 367 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 592 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 592 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 645 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 645 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 446 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 407 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 407 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 374 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 802 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 802 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 646 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 646 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 583 for 7 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 583 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 828 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 828 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 753 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 753 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 558 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 558 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 534 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 534 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 617 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 617 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 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. |
teleportation rune (range 43)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 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. |
teleportation rune of the psychic (range 92)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 91)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 92)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. 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 of the warrior (range 211)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 211 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 210)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 210 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 220)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 220 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 11; dur 12; see humanoid)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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 36) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 10; dur 18; see horror)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: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 22) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any horror around. 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. |
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. |
Arossra the SparkhungerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +9% lightning Changes resistances penetration: +20% blight Changes damage: +24% blight Talent mastery: +0.33 Technique / Reflexes Amulets can have magical properties. |
Beteyatta the MagmahueInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +30% fire Changes damage: +6% darkness / +12% fire Blindness immunity: +19% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Bethodhelle the stralite amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Mag Changes resistances: +1% physical / +17% cold / +10% fire Changes damage: +5% acid / +6% fire / +7% lightning / +6% cold Physical save: +17 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +13 (+4 eff.) Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
BlazeveinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +9% light Changes resistances penetration: +10% acid Changes damage: +6% acid / +7% physical Combat speed: +10% Amulets can have magical properties. |
Ce'Niwen the NimbussageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +30% lightning Changes resistances penetration: +20% lightning / +20% darkness Changes damage: +15% darkness Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
CrackleknightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 lightning Changes resistances: +9% lightning / +15% temporal Changes damage: +9% temporal Blindness immunity: +27% Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.00(-) Technique / Battle tactics Reduces opponents crit chance: 0% Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dawnlord the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +10 Changes stats: +4 Str Changes resistances: +6% light / +3% physical Only die when reaching: -80.00 life Amulets can have magical properties. |
DourwardInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness / 8 acid Changes stats: +3 Cun Changes resistances: +15% darkness / +12% acid Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Flareprophet the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Fatigue: -7% Changes resistances: +9% blight / +6% mind / +15% lightning Changes resistances penetration: +15% fire Poison immunity: +25% Disease immunity: +25% Life regen: +2.20 Amulets can have magical properties. |
FlareticklerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +30% lightning / +15% blight / +9% acid Changes damage: +12% acid Mental save: +20 (+6 eff.) Stun/Freeze immunity: +46% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
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 (+4 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 202.77 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. |
Geyara the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 21 temporal Changes stats: +5 Con Changes resistances: +5% arcane Changes resistances penetration: +26% temporal Changes damage: +12% temporal Physical save: +20 (+5 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
Gleamrigor the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Dex / +5 Mag / +3 Con Changes resistances: +18% lightning / +6% light Grants telepathy: Dragon Demon/Major Demon/Minor Stun/Freeze immunity: +23% Infravision radius: +1 Amulets can have magical properties. |
Haledas the JetreignCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 darkness Changes resistances penetration: +20% mind / +10% darkness Changes damage: +15% darkness / +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Life regen: +3.10 Equilibrium when hit: +0.12 Maximum psi: +40.00 Amulets can have magical properties. |
Isidawe the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Cun / +7 Wil Critical mult.: +20.00% Maximum hate: +8.00 Mental crit. chance: +7% Amulets can have magical properties. |
Lelatir the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes damage: +12% mind Grants telepathy: Dragon Mental save: +30 (+8 eff.) Equilibrium when hit: +0.08 Maximum psi: +30.00 Amulets can have magical properties. |
Lustreimmortal the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Con / +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +5% light Talent mastery: +0.17 Technique / Munitions Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
Noonbender the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 20 acid Changes resistances penetration: +25% light / +20% physical Changes damage: +9% acid / +6% physical Physical save: +18 (+4 eff.) Spell save: +22 (+7 eff.) Mental save: +22 (+6 eff.) Maximum stamina: +40.00 Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
PoronaInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 Changes resistances: +22% nature / +22% blight Changes damage: +12% mind Poison immunity: +53% Disease immunity: +37% Cut immunity: +25% Confusion immunity: +20% Amulets can have magical properties. |
Shadowshine the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 darkness Changes resistances penetration: +25% darkness / +20% mind Changes damage: +15% darkness / +9% mind Life regen: +1.40 Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
TorchwireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 fire Changes resistances: +12% light Changes resistances penetration: +25% fire Changes damage: +18% fire Life regen: +1.50 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
amu7Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Physical power: +10 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Str Changes resistances: +1% physical / +25% temporal Changes resistances penetration: +10% blight Changes damage: +10% physical Critical mult.: +20.00% Pinning immunity: +50% Knockback immunity: +44% Mana when firing critical spell: +4.00 Maximum mana: +60.00 Combat speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +26% mind Confusion immunity: +45% Amulets can have magical properties. |
clarifying voratun amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 8 darkness Effects when hit in melee: * 10% chance to blind * 9% chance to inflict 15% damage reduction Changes resistances: +23% mind Changes damage: +15% light / +11% darkness Confusion immunity: +35% Amulets can have magical properties. |
cleansing voratun amulet of mastery (0.34 Technique / Marksmanship)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% nature / +21% blight Talent mastery: +0.34 Technique / Marksmanship Poison immunity: +36% Disease immunity: +37% Amulets can have magical properties. |
copper amulet 'Urthirim'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 acid Changes resistances: +6% physical Changes resistances penetration: +25% temporal Changes damage: +3% acid / +6% temporal Stamina each turn: +0.20 Amulets can have magical properties. |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
gold amulet 'Carrionripper'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 20 acid / 12 physical / 12 nature Changes stats: +7 Con Changes resistances penetration: +25% physical Physical save: +15 (+3 eff.) Life regen: +0.80 Maximum life: +30.00 Amulets can have magical properties. |
gold amulet 'Lightwaker'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +20% light / +10% physical Changes resistances penetration: +15% nature Changes damage: +6% nature / +6% light Stamina each turn: +0.80 Light radius: +3 Amulets can have magical properties. |
gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 10 light / 7 darkness Effects when hit in melee: * 5% chance to blind * 11% chance to inflict 15% damage reduction Changes damage: +7% light / +7% darkness Amulets can have magical properties. |
grounding gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding voratun amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
insulating gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +12% cold / +15% fire Amulets can have magical properties. |
insulating voratun amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str Changes resistances: +30% cold / +19% fire Amulets can have magical properties. |
mindweaver's voratun amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil / +4 Mag Mental save: +9 (+3 eff.) Confusion immunity: +14% Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +32.00 Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Life regen: +1.10 Amulets can have magical properties. |
restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +2.30 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
restful steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Str Life regen: +1.30 Amulets can have magical properties. |
serendipitous voratun amulet of strength (+20)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+3 eff.) Changes stats: +20 Lck / +7 Str Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
stabilizing stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% temporal Pinning immunity: +34% Knockback immunity: +34% Amulets can have magical properties. |
stabilizing stralite amulet of cunning (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Cun Changes resistances: +20% temporal Pinning immunity: +40% Knockback immunity: +33% Amulets can have magical properties. |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
steel amulet 'Nedustir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +4 Mag Changes resistances: +18% acid Changes resistances penetration: +20% acid / +10% arcane Amulets can have magical properties. |
steel amulet of mastery (0.12 Technique / Combat techniques)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Technique / Combat techniques Amulets can have magical properties. |
stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Arcpeal'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +6 Mag Changes resistances: +5% arcane Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +6% arcane / +15% lightning Mana each turn: +0.55 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +57.00 Amulets can have magical properties. |
voratun amulet 'Boltsear'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Fatigue: -9% Changes stats: +9 Str / +9 Dex / +8 Wil Changes damage: +9% lightning Blindness immunity: +29% Life regen: +3.20 Maximum psi: +30.00 Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
voratun amulet 'Shockfear'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +8 Mag Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% light / +18% darkness Physical save: +23 (+5 eff.) Spell save: +25 (+8 eff.) Mental save: +24 (+7 eff.) Teleport immunity: +50% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
voratun amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Cut immunity: +70% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +20 Critical mult.: +17.00% Amulets can have magical properties. |
wanderer's voratun amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +17 Cun / +8 Con Life regen: +0.40 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
warrior's stralite amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances: +13% physical Stamina each turn: +0.60 Amulets can have magical properties. |
warrior's voratun amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +11% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
AdiwenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +4 Cun / +10 Dex Changes resistances: +9% acid / +12% cold Spell save: +9 (+3 eff.) Life regen: +1.00 Maximum life: +55.00 Healing mod.: +13% Rings can have magical properties. |
BalahadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% acid / +30% darkness / +5% arcane Changes resistances penetration: +10% acid Changes damage: +6% acid / +15% darkness / +21% arcane Rings can have magical properties. |
Beluthra the GlareviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +20% light Changes damage: +18% light Maximum encumbrance: +27 Rings can have magical properties. |
Blindusher the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 8 acid Changes stats: +3 Cun / +3 Mag Changes resistances: +9% darkness Changes resistances penetration: +25% acid Changes damage: +21% darkness Physical save: +14 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +13 (+4 eff.) Light radius: +3 Rings can have magical properties. |
Bokygorn the BloomvalorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -18% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Dex / +3 Mag / +3 Con Changes resistances: +32% lightning Changes damage: +16% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
BoltquarryCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +40 (+11 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Rings can have magical properties. |
Boltshear the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str / +6 Con Changes resistances: +12% lightning Changes damage: +9% blight Maximum vim: +20.00 Spell crit. chance: +4% Rings can have magical properties. |
Ce'NurianaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +11% nature / +10% blight Changes resistances penetration: +25% acid Changes damage: +15% acid Maximum encumbrance: +33 Poison immunity: +24% Disease immunity: +17% Life regen: +1.10 Maximum life: +63.00 Healing mod.: +16% Rings can have magical properties. |
Cyrura the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +30% fire / +9% physical Changes damage: +15% fire Reduces incoming crit damage: 15.00% Mental save: +36 (+10 eff.) Confusion immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
DairygaldilInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +7 Cun / +8 Wil Changes resistances: +6% blight / +9% cold / +18% nature Physical save: +55 (+13 eff.) Cut immunity: +15% Silence immunity: +15% Knockback immunity: +15% Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Emelitha the FlashcastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +5 Dex Changes resistances: +6% lightning / +15% fire Changes resistances penetration: +10% fire Changes damage: +15% lightning Rings can have magical properties. |
Emelovea the GlitteroblivionPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +12 Mag / +3 Wil Changes resistances penetration: +15% light Changes damage: +21% arcane Spell save: +14 (+4 eff.) Mana each turn: +0.08 Rings can have magical properties. |
ErelekhadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +15% arcane / +10% blight Changes damage: +6% mind Critical mult.: +15.00% Spell save: +20 (+6 eff.) Disarm immunity: +38% Pinning immunity: +33% Knockback immunity: +34% Mana each turn: +0.12 Vim when firing critical spell: +5.00 Maximum life: +24.00 Rings can have magical properties. |
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: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 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 42.35 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 20 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. |
Galyrak the SearpealInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to inflict 15% damage reduction Changes stats: +3 Dex / +4 Cun / +9 Con Changes resistances: +9% fire Changes resistances penetration: +15% fire Changes damage: +9% fire Grants telepathy: Dragon Reduces incoming crit damage: 19.00% Physical save: +18 (+4 eff.) See invisible: +18 Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Guniharagen the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +3% mind Critical mult.: +20.00% Mental save: +6 (+2 eff.) Confusion immunity: +24% Maximum psi: +50.00 Mental crit. chance: +1% Rings can have magical properties. |
IvesenneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 physical Changes resistances: +2% physical Changes damage: +18% blight / +12% physical Mental save: +8 (+2 eff.) Confusion immunity: +25% Maximum life: +20.00 Rings can have magical properties. |
Khelylatharak the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Str / +7 Dex / +2 Wil / +10 Cun / +6 Con Changes resistances: +6% acid Light radius: +3 Rings can have magical properties. |
LavaraptorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Wil Changes resistances: +9% blight / +18% fire Changes damage: +9% arcane Vim when firing critical spell: +5.00 Maximum vim: +30.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Mindpower: +13 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
Lelyrak the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Wil Changes resistances penetration: +20% mind Critical mult.: +20.00% Disarm immunity: +35% Pinning immunity: +38% Knockback immunity: +38% Psi when hit: +0.08 Maximum life: +37.00 Mindpower: +4 (+1 eff.) Light radius: +3 See invisible: +6 Rings can have magical properties. |
Malohor the ShockfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Armour: +6 Defense: +17 (+4 eff.) Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 16 physical Changes stats: +4 Dex / +2 Con Changes resistances penetration: +10% lightning Changes damage: +15% physical Only die when reaching: -84.00 life Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
Malymas the LightwilterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% light Changes resistances penetration: +15% blight Disarm immunity: +32% Pinning immunity: +43% Knockback immunity: +40% Maximum life: +43.00 Spell crit. chance: +6% Damage Shield penetration: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Mayothra the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +4 Str Changes resistances: +38% acid Changes damage: +19% acid / +12% physical Physical save: +30 (+7 eff.) Life regen: +1.80 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Morningarc the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 acid / 20 light Changes stats: +9 Mag Changes resistances: +15% acid Changes resistances penetration: +10% acid / +20% light Changes damage: +21% light Spell save: +18 (+6 eff.) Rings can have magical properties. |
Murkzeal the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +2 Con Changes damage: +9% nature Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +26% Life regen: +1.60 Rings can have magical properties. |
PhoenixwyrdPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +12% fire Changes damage: +6% lightning / +30% fire Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Radiancereign the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +6% light / +9% fire Changes resistances penetration: +10% fire Changes damage: +30% light Mental save: +8 (+2 eff.) Confusion immunity: +25% Light radius: +3 Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 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. |
Samadunadin the TempestvilePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +9 Con Changes resistances: +3% lightning / +12% temporal Changes resistances penetration: +5% temporal Changes damage: +9% mind / +18% temporal Mental save: +13 (+4 eff.) Blindness immunity: +42% Confusion immunity: +42% Infravision radius: +6 See stealth: +24 See invisible: +25 Rings can have magical properties. |
Smoldertrencher the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +26% acid / +22% lightning / +21% fire / +5% arcane / +22% cold Changes resistances penetration: +15% arcane Disarm immunity: +23% Pinning immunity: +40% Knockback immunity: +44% Maximum life: +38.00 Spellpower: +10 (+4 eff.) Rings can have magical properties. |
Tulirath the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +6 Changes stats: +10 Dex Changes resistances: +12% acid Blindness immunity: +45% Poison immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -85.00 life Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 67.31 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
WoedashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +20% blight / +32% fire / +20% darkness / +6% acid Changes resistances penetration: +10% acid Changes damage: +27% blight / +16% fire Rings can have magical properties. |
XaldalleInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +15.00% Mental save: +23 (+7 eff.) Confusion immunity: +27% Mental crit. chance: +2% Rings can have magical properties. |
Xerygawe the SingejamInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +3% fire / +3% light / +3% lightning Changes damage: +11% acid Blindness immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +10% Rings can have magical properties. |
conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +6 Wil / +7 Mag Spellpower: +9 (+3 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
conjurer's stralite ring of the mind (+15%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes resistances: +15% mind Changes damage: +15% mind Spellpower: +10 (+4 eff.) Rings can have magical properties. |
copper ring 'Xeriaba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Grants telepathy: Dragon Physical save: +3 (+0 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +24.00 Maximum psi: +10.00 Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
gladiator's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +7 Str / +8 Con Stun/Freeze immunity: +26% Life regen: +4.00 Rings can have magical properties. |
gold ring 'Lustrenaught'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +6% light / +24% fire Changes resistances penetration: +10% light Changes damage: +6% light / +12% fire Maximum encumbrance: +27 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
gold ring 'Starkarma'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% mind / +9% acid Changes resistances penetration: +25% light / +25% mind Changes damage: +18% acid Mental save: +11 (+3 eff.) Confusion immunity: +38% Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
marksman's gold ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +30% fire Changes damage: +15% fire Rings can have magical properties. |
marksman's stralite ring of the mind (+18%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Changes resistances: +18% mind Changes damage: +18% mind Rings can have magical properties. |
marksman's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Rings can have magical properties. |
marksman's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Mental save: +11 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
marksman's voratun ring of corrosion (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex Changes resistances: +40% acid Changes damage: +20% acid Rings can have magical properties. |
marksman's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +13 (+2 eff.) Changes stats: +7 Dex Spellpower: +11 (+4 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
mule's copper ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +22 Rings can have magical properties. |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Blindness immunity: +23% Infravision radius: +3 See stealth: +6 See invisible: +8 Rings can have magical properties. |
mule's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% light Changes damage: +12% light Maximum encumbrance: +25 Rings can have magical properties. |
mule's voratun ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +30% nature Changes damage: +15% nature Maximum encumbrance: +28 Rings can have magical properties. |
painweaver'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: +10 (+1 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +6 Cun Changes damage: +8% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +20 (+7 eff.) Mindpower: +15 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
pixie's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 26% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 41 light Changes stats: +6 Cun / +6 Mag Spellpower: +12 (+4 eff.) Rings can have magical properties. |
psionicist's voratun ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +9 Wil Mental save: +18 (+5 eff.) Spellpower: +15 (+5 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
psionicist's voratun ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Mental save: +20 (+6 eff.) Blindness immunity: +46% Infravision radius: +5 See stealth: +12 See invisible: +10 Rings can have magical properties. |
rogue's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Mental save: +10 (+3 eff.) Confusion immunity: +35% Rings can have magical properties. |
rogue's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +10 Cun Mental save: +12 (+4 eff.) Confusion immunity: +44% Rings can have magical properties. |
rogue's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +8 Cun Blindness immunity: +40% Infravision radius: +5 See stealth: +13 See invisible: +16 Rings can have magical properties. |
savage's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Con Spell save: +15 (+5 eff.) Maximum stamina: +34.00 Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
savior's steel ring of light (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% light Changes damage: +13% light Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +14 (+4 eff.) Stun/Freeze immunity: +29% Life regen: +3.60 Rings can have magical properties. |
savior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Physical save: +11 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
savior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Cun Physical save: +6 (+1 eff.) Spell save: +16 (+5 eff.) Mental save: +15 (+5 eff.) 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 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
solipsist's stralite ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +6 Cun / +8 Wil Mindpower: +9 (+2 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
steel ring 'Glorenne'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +6% blight Critical mult.: +10.00% Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 Spellpower: +10 (+4 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
titan's copper ring of aether (+11%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +6 (+1 eff.) Rings can have magical properties. |
titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +37% Rings can have magical properties. |
titan's voratun ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +8 Con Physical save: +16 (+4 eff.) Spellpower: +15 (+5 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
voratun ring 'Undeathvault'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 nature / 16 darkness Changes stats: +8 Str / +8 Con Changes resistances: +7% blight / +22% nature / +20% mind / +6% darkness Changes damage: +20% mind Poison immunity: +26% Disease immunity: +20% Rings can have magical properties. |
voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +9 (+3 eff.) Confusion immunity: +28% Rings can have magical properties. |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +42% Maximum life: +37.00 Rings can have magical properties. |
warrior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
warrior's gold ring of aether (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +10% arcane Changes damage: +10% arcane Rings can have magical properties. |
warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
warrior's steel ring of arcana(+0.16/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +26% Mana each turn: +0.16 Rings can have magical properties. |
wizard's stralite ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+5 eff.) Stun/Freeze immunity: +39% Life regen: +3.20 Rings can have magical properties. |
wizard's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Mag Spell save: +18 (+6 eff.) Rings can have magical properties. |
wizard's voratun ring of arcana(+0.37/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Mag Spell save: +18 (+6 eff.) Silence immunity: +37% Mana each turn: +0.37 Rings can have magical properties. |
wizard's voratun ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+5 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +24 See invisible: +16 Rings can have magical properties. |
Analachik (189% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 189% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 26% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +8 arcane When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Str / +4 Mag / +4 Wil / +1 Cun / +4 Con Changes damage: +21% physical Reduces incoming crit damage: 20.00% Stamina when hit: +4.00 See invisible: +6 Massive two-handed battleaxes. |
Bilebender the voratun dagger (155% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 155% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to cause random gloom * Slows global speed by 40% * 16% chance to disease Damage (Melee): +16 blight / +17 mind Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +2 Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +10% fire Changes damage: +3% physical Disease immunity: +23% Global speed: +5% Sharp, short and deadly. |
Dagoldir the Starblood (118% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage (Melee): +8 arcane / +11 cold Burst (radius 1) on hit: +4 arcane When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Changes resistances: +3% light Changes resistances penetration: +8% acid / +8% fire / +9% cold / +8% lightning Sharp, short and deadly. |
Galydoblek the voratun dagger (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to daze at end of turn * 21% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 acid / +20 blight Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +8 Wil / +4 Cun / +2 Con Changes resistances: +9% acid Changes resistances penetration: +11% lightning / +10% acid Changes damage: +9% temporal Spellpower: +12 (+4 eff.) Sharp, short and deadly. |
Hettasadur (148% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 51% chance to disease * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Changes stats: +1 Str / +2 Mag / +1 Cun / +2 Con Changes resistances penetration: +12% physical Changes damage: +3% blight Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 30% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.72 acid and 5.93 blight damage. If not cleared after five turns it will inflict 33.66 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 18.79 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (136% power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Velowe the stralite dagger (146% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 147% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 acid When wielded/worn: Armour penetration: +9 Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Con Changes resistances penetration: +15% arcane / +16% physical Changes damage: +9% arcane / +8% physical Disarm immunity: +22% Sharp, short and deadly. |
Vorolessra the voratun dagger (159% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +9 Physical crit. chance: +12.0% Physical power: +7 (+1 eff.) Armour: +2 Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +12% physical Physical save: +6 (+1 eff.) Spell save: +20 (+6 eff.) Poison immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun dagger of persecution (146% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +20 mind Damage against: +24% Unnatural When wielded/worn: Changes stats: +6 Cun / +12 Wil Sharp, short and deadly. |
voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Branidil the Scaldstrider (180% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to disease * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Damage Shield penetration (this weapon only): +30% Damage (Melee): +42 blight Burst (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Changes stats: +4 Wil Changes resistances penetration: +24% acid / +23% lightning / +21% cold / +10% arcane / +24% fire Vim when firing critical spell: +2.00 Massive two-handed mauls. |
Gunalen (180% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +19 Defense: +19 (+5 eff.) Changes stats: +9 Str Changes resistances penetration: +19% physical Changes damage: +40% physical Disarm immunity: +62% Stamina when hit: +3.00 Maximum mana: +60.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Massive two-handed mauls. |
Splendourwither the voratun greatmaul (179% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 21% chance to daze at end of turn Damage (Melee): +12 temporal / +26 nature / +12 light When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Changes stats: +2 Str / +5 Dex / +3 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning / +14% physical Changes damage: +9% mind / +9% light Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (193% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Yvogara the Arcstreak (197% 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. Power: 197% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to daze at end of turn Damage (Melee): +12 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +18% light / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +9% light Massive two-handed mauls. |
Arehor the Murktrail (173% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 21% chance to disease On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +26 blight / +28 acid When wielded/worn: Physical crit. chance: +20.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes resistances: +3% darkness Changes damage: +9% temporal Disease immunity: +46% Massive two-handed swords. |
Sewerpiety the voratun greatsword (175% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 20% chance to torment the target Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +17 fire When wielded/worn: Armour penetration: +17 Damage when hit (Melee): 8 acid Changes resistances: +6% nature / +6% acid Changes resistances penetration: +17% mind / +17% physical / +21% darkness / +16% fire Changes damage: +6% nature / +17% physical Global speed: +6% Massive two-handed swords. |
voratun greatsword 'Fuloblek' (172% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +27 mind / +38 cold When wielded/worn: Physical crit. chance: +21.0% Changes stats: +9 Cun / +7 Wil Changes resistances: +6% temporal Physical save: +33 (+8 eff.) Silence immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Massive two-handed swords. |
Adewen the ShadestrikerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 49% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +6 physical When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +9% darkness / +15% acid Changes resistances penetration: +63% physical Changes damage: +32% physical Healing mod.: +25% Longbows are used to shoot arrows at your foes. |
CorpsegrinderRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +200% Burst (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +11 Mag Changes resistances penetration: +5% blight / +29% physical Changes damage: +26% arcane / +33% physical Mana when firing critical spell: +3.00 Maximum vim: +10.00 Spellpower: +18 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+7 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
ZerynarikathRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 23% chance to corrode armour by 30% When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Changes stats: +2 Cun / +6 Str Changes resistances: +9% blight Changes resistances penetration: +17% acid Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Phoenixsweep'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +4 temporal When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +8 Str / +9 Mag Changes resistances penetration: +32% physical / +5% fire Changes damage: +20% arcane / +9% fire Spellpower: +12 (+4 eff.) Damage Shield penetration: +75% Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of dexterity (+11)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +20 (+3 eff.) Changes stats: +9 Str / +11 Dex Changes resistances penetration: +30% physical Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +12.0% Changes resistances penetration: +21% physical Damage Shield penetration: +54% Longbows are used to shoot arrows at your foes. |
thaloren dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +39 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +17% nature Changes damage: +26% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Zubyyana the voratun longsword (170% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Armour: +4 Changes stats: +2 Str Changes resistances penetration: +25% acid Critical mult.: +17.00% Life regen: +3.40 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Sootstake the living mindstar (123% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 123% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 2) on crit: +16 darkness When wielded/worn: Physical crit. chance: +11.0% Physical power: +4 (+0 eff.) Armour: +6 Effects on melee hit: * 40% chance to inflict 15% damage reduction Changes stats: +4 Dex / +8 Wil / +5 Con Changes resistances: +9% mind Physical save: +10 (+2 eff.) Stamina each turn: +1.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Ivilratta' (116% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +12.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +10% blight / +6% arcane Changes resistances penetration: +20% physical Changes damage: +10% nature Poison immunity: +0% Disease immunity: +25% Cut immunity: +15% Confusion immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar of balance (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +2.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Brightqueller the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 42% chance to blind When wielded/worn: Changes stats: +6 Dex / +2 Wil Changes resistances: +15% temporal Changes resistances penetration: +25% mind Changes damage: +9% temporal Critical mult.: +10.00% Psi when hit: +0.20 Slings are used to hurl stones or metal shots at your foes. |
Earthblow the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Ammo reloads per turn: +5 Changes stats: +7 Mag Changes resistances: +18% fire Changes resistances penetration: +15% blight / +10% temporal / +15% physical Changes damage: +10% temporal / +15% nature / +15% physical Talent mastery: +0.20 Chronomancy / Bow Threading Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +13 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +40% New effects duration reduction after a teleport: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: 13 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
drakeskin leather sling 'Armadefast'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +15 cold When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +18% cold Mana each turn: +0.20 Spellpower: +10 (+4 eff.) Spell crit. chance: +8% New effects duration reduction after a teleport: +20% Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Beledhethra'Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20 arcane resource burn On weapon crit: * silences the target Damage (Ranged): +16 nature When wielded/worn: Changes resistances: +14% acid / +3% temporal / +6% darkness / +6% blight / +14% fire / +17% lightning / +15% cold Changes resistances penetration: +15% nature / +15% physical Changes damage: +6% acid / +18% physical Spell save: +12 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +31 nature When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +14% nature Changes damage: +17% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.orichalcum trident (168% power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
AeroveaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +20% arcane Critical mult.: +25.00% Mental save: +21 (+6 eff.) Silence immunity: +25% Maximum life: +70.00 Spell crit. chance: +4% A belt that goes around your waist. |
BethithaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +2 Dex / +5 Con Physical save: +3 (+0 eff.) Maximum life: +43.00 Healing mod.: +10% A belt that goes around your waist. |
BlindfuryInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Mag Changes resistances: +5% arcane Changes damage: +9% light / +9% blight Poison immunity: +15% Stun/Freeze immunity: +15% Life regen: +3.60 Maximum mana: +100.00 Light radius: +3 Healing mod.: +29% A belt that goes around your waist. |
Demonbreeze the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness / +9% temporal Changes resistances penetration: +25% temporal Maximum encumbrance: +20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
FlamewakeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +3 Armour: +13 Damage when hit (Melee): 12 arcane Changes stats: +7 Dex Changes damage: +9% arcane / +12% fire Stamina each turn: +0.60 Maximum life: +70.00 A belt that goes around your waist. |
Flashfurnace the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +21 (+3 eff.) Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +2% physical / +6% fire Changes damage: +6% lightning Critical mult.: +15.00% Physical save: +30 (+7 eff.) Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Gloomsaw the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Damage when hit (Melee): 20 lightning Changes stats: +3 Str Changes resistances penetration: +25% darkness Critical mult.: +12.00% Spell save: +14 (+4 eff.) Stamina each turn: +0.60 Maximum stamina: +15.00 Size category: +1 A belt that goes around your waist. |
Gluldama the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +10 Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +10% physical Life regen: +0.80 Maximum life: +20.00 Maximum stamina: +20.00 A belt that goes around your waist. |
Heatcutter the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 49% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid / 12 temporal / 24 fire Changes stats: +6 Mag Changes resistances penetration: +25% acid / +25% fire Changes damage: +9% acid Mana each turn: +0.60 Maximum mana: +48.00 A belt that goes around your waist. |
Islitira the ArcknightInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str / +9 Wil / +2 Cun Changes resistances: +9% lightning Physical save: +11 (+2 eff.) Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
Isynn the BlastreekPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 arcane / 8 lightning Changes resistances: +15% blight / +9% darkness / +10% light / +9% lightning Changes resistances penetration: +10% blight Changes damage: +6% lightning A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 230, based on Magic) for 10 turns, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Ov BlightInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% lightning / +15% fire / +15% cold / +15% temporal Changes resistances penetration: +25% blight / +15% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+3 eff.) Mental save: +45 (+12 eff.) Maximum mana: +60.00 Mindpower: +28 (+7 eff.) Damage Shield penetration: +20% A belt that goes around your waist. |
Ov_EletInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 blight Changes stats: +10 Wil Changes damage: +6% temporal Physical save: +40 (+10 eff.) Mental save: +21 (+6 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +173.00 Mindpower: +12 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
PitchblastPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +25% arcane / +25% mind Changes damage: +6% darkness / +6% mind Mental save: +8 (+2 eff.) Spellpower: +8 (+3 eff.) A belt that goes around your waist. |
Polivena the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +6 Str / +3 Dex / +1 Mag / +3 Wil / +6 Cun / +7 Con Reduced damage from: +23% Summoned Grants telepathy: Dragon Physical save: +15 (+3 eff.) Maximum life: +62.00 Size category: +1 A belt that goes around your waist. |
Polyna the SparkhackerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +9.0% Armour: +8 Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: -10% Effects on melee hit: * 39% chance to daze at end of turn Changes stats: +7 Con Changes resistances: +15% lightning Maximum encumbrance: +60 A belt that goes around your waist. |
Tempestwire the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Con Changes resistances: +3% physical Changes resistances penetration: +20% lightning Changes damage: +6% lightning Physical save: +10 (+2 eff.) Mindpower: +7 (+1 eff.) A belt that goes around your waist. |
Xerukira the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +9% lightning / +6% cold Reduces incoming crit damage: 15.00% Physical save: +14 (+3 eff.) Spell save: +30 (+10 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Yarerolen the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +10% acid / +9% temporal / +9% light / +8% lightning / +3% blight / +7% fire / +3% nature / +8% cold Trap disarming bonus: +23 Stealth bonus: +11 Physical save: +12 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +12 (+3 eff.) Infravision radius: +5 A belt that goes around your waist. |
ZerarinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +7 Mag / +2 Wil / +5 Cun / +3 Con / +7 Lck Changes resistances: +5% arcane / +9% cold Grants telepathy: Humanoid/Orc Trap disarming bonus: +20 Stealth bonus: +10 Infravision radius: +5 A belt that goes around your waist. |
blurring hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Stealth bonus: +5 It can be used to create a temporary shield that absorbs 233 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. |
drakeskin leather belt 'Lisonor'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +15 (+4 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +15% mind / +20% physical Changes damage: +25% physical Critical mult.: +13.00% Physical save: +23 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +77.00 Maximum mana: +60.00 Maximum stamina: +36.00 Maximum hate: +17.00 Maximum psi: +31.00 Maximum vim: +24.00 Maximum pos.energy: +40.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
hardened leather belt 'Adabrebeth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +5 Dex / +3 Wil / +5 Cun / +8 Lck Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +9% arcane Grants telepathy: Dragon Critical mult.: +20.00% Trap disarming bonus: +20 Stealth bonus: +11 Mental crit. chance: +2% Infravision radius: +5 A belt that goes around your waist. |
hardened leather belt 'Furnacebliss'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 20 fire Changes resistances: +20% darkness / +12% fire Changes resistances penetration: +10% darkness Changes damage: +12% fire Spell save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Grinunik'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +4 Changes stats: +3 Str / +5 Con Changes resistances: +12% acid / +4% physical / +9% lightning Physical save: +41 (+10 eff.) Spell save: +30 (+10 eff.) Poison immunity: +10% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Silutha'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +7 Str / +4 Con Physical save: +3 (+0 eff.) Mental save: +8 (+2 eff.) Spellpower: +7 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Xanyriarin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 arcane Changes resistances: +6% blight / +9% cold / +18% light Spell save: +10 (+3 eff.) Disarm immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +10% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Xayareta'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances penetration: +25% physical Only die when reaching: -80.00 life Maximum life: +39.00 Maximum stamina: +25.00 A belt that goes around your waist. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Alyntir the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +3% blight / +9% cold / +9% nature / +6% lightning Grants telepathy: Dragon Mental save: +20 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeire (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 lightning / 20 blight Changes resistances: +22% darkness / +15% lightning Changes resistances penetration: +20% lightning / +18% darkness / +25% blight Changes damage: +18% darkness / +9% lightning Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazestar (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +12 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -10% Changes stats: +4 Str / +4 Dex / +4 Mag / +7 Wil / +6 Con Changes resistances: +18% lightning Changes damage: +9% lightning Only die when reaching: -80.00 life See invisible: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 63 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Cutheroddakhad (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 acid Changes resistances: +25% darkness / +15% acid Changes resistances penetration: +15% acid / +16% darkness / +15% arcane Changes damage: +23% darkness Stealth bonus: +21 Mana when firing critical spell: +5.00 Vim when firing critical spell: +3.00 Maximum mana: +120.00 Spell crit. chance: +4% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzletrial (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +13% fire / +15% light / +15% darkness Changes resistances penetration: +9% darkness / +15% light Changes damage: +10% darkness / +9% light Stealth bonus: +21 Maximum life: +36.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eregund the Brightnail (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +15% temporal Physical save: +11 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelazor the cashmere cloak (12 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +12 (+3 eff.) Changes stats: +3 Str / +3 Con Physical save: +21 (+5 eff.) Life regen: +0.60 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 99.75 cold damage and condensing the air into freezing vapors that deal 33.25 cold damage (based on Magic) each turn for 10 turns, costing 18 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. |
Gonor the Arcshaper (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +4 Dex / +2 Con Changes resistances: +9% lightning See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinavon the Dazzlewilder (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Str / +1 Con Changes resistances penetration: +20% lightning / +5% light Changes damage: +9% lightning Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellwreath the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +3 Con Changes resistances: +9% light / +15% fire Changes resistances penetration: +25% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isema (13 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +20% blight / +5% arcane Changes resistances penetration: +20% arcane / +10% blight Changes damage: +6% blight Physical save: +19 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issular (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +7 Dex / +2 Cun / +3 Con Grants telepathy: Demon/Minor Demon/Major Maximum psi: +20.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layitha the Cinderkiss (8 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: +8 (+2 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +25% temporal / +24% darkness / +5% arcane Changes resistances penetration: +15% arcane / +5% fire Changes damage: +6% arcane Physical save: +11 (+2 eff.) Mental crit. chance: +7% Defense after a teleport: +23 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardaduthad the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +7 Cun / +5 Wil Changes damage: +6% temporal Physical save: +7 (+1 eff.) Mental save: +20 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerirerin (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str / +1 Con Changes resistances: +2% physical Stamina each turn: +0.40 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerugavena (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Str / +3 Dex / +2 Con Changes damage: +3% mind Grants telepathy: Dragon Light radius: +3 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Obsidiandream (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +9% darkness Changes damage: +6% darkness Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgorab the linen cloak (10 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +4 Defense: +10 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +1 Str / +4 Dex / +5 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunusher the elven-silk cloak (14 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +8 Defense: +14 (+4 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 12 fire Changes resistances: +6% lightning / +6% temporal / +12% mind Changes resistances penetration: +25% fire Knockback immunity: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of the voidstalker (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +30% darkness / +25% temporal Mental save: +10 (+3 eff.) Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of backstabbing (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Critical mult.: +28.00% Stealth bonus: +11 Maximum life: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camysta the Rotrot (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% acid / +11% physical / +28% fire / +11% mind / +12% cold Changes damage: +6% acid / +6% physical / +17% fire / +11% mind / +7% cold Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudseam (10 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +8 Str / +8 Mag / +11 Wil Changes resistances: +15% lightning / +14% cold Changes resistances penetration: +20% mind Changes damage: +22% lightning / +15% physical / +20% cold / +29% mind / +12% acid Physical save: +26 (+6 eff.) Spell save: +6 (+2 eff.) Psi each turn: +0.48 Maximum psi: +40.00 Mindpower: +26 (+6 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Erelokath (9 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +2 Dex / +5 Mag / +5 Wil Changes resistances: +2% physical Mana each turn: +0.13 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorylaith the silk robe (6 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: -6% Changes stats: +5 Mag / +5 Wil / +6 Con Changes damage: +10% nature / +7% all Physical save: +25 (+6 eff.) Poison immunity: +32% Disease immunity: +32% Spellpower: +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Guduyarand the woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +4 Con Changes resistances: +21% acid Changes damage: +7% nature Poison immunity: +28% Disease immunity: +26% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jetshaper (5 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects when hit in melee: * Slows global speed by 6% * 7 arcane resource burn Damage when hit (Melee): 16 darkness Changes resistances: +11% blight / +6% lightning Changes resistances penetration: +10% lightning / +10% darkness Mental save: +25 (+7 eff.) Life regen: +6.00 Maximum life: +55.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kilnslice the silk robe (8 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +1 Str / +11 Mag / +11 Wil Changes resistances: +6% blight / +6% fire / +27% nature / +18% acid Changes damage: +18% nature Physical save: +23 (+5 eff.) Mana each turn: +0.28 Psi each turn: +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nightslice (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Wil / +6 Mag Changes resistances: +14% acid / +14% physical / +6% darkness / +16% fire / +15% cold Changes damage: +12% acid / +10% physical / +10% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Mental save: +27 (+8 eff.) Blindness immunity: +15% Disease immunity: +5% Cut immunity: +15% Silence immunity: +5% Mana each turn: +0.25 Psi each turn: +0.34 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragyrab the linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +18% light Changes damage: +12% light Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum life: +30.00 Maximum stamina: +10.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 38.24 to 47.80 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Skyroar (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning / 8 fire Changes resistances: +12% lightning / +18% fire / +13% mind Changes resistances penetration: +10% fire Changes damage: +13% mind / +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+7 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Voidvortex the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Mag / +4 Wil Changes resistances: +20% temporal / +6% darkness / +6% fire Changes damage: +20% temporal Grants telepathy: Demon/Minor Demon/Major Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerutira the silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +8 Mag / +5 Wil / +5 Con Changes resistances: +13% lightning / +7% cold / +14% physical Changes resistances penetration: +5% arcane Changes damage: +9% lightning / +23% physical / +13% cold / +10% nature / +9% temporal Poison immunity: +41% Disease immunity: +31% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Gymina' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances: +21% light Changes resistances penetration: +25% blight Changes damage: +14% light / +6% mind Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mana when firing critical spell: +6.00 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% blight / +19% mind / +18% darkness Physical save: +17 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +29 (+8 eff.) Life regen: +4.30 Maximum life: +81.00 Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of power (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +26% mind / +25% darkness Changes damage: +17% all Physical save: +18 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +36 (+10 eff.) Spellpower: +18 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Unruzor' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +12 Str / +11 Mag / +7 Wil / +2 Con Changes resistances: +9% lightning / +11% cold / +59% mind / +57% darkness Changes damage: +19% lightning / +15% physical / +20% cold Physical save: +39 (+9 eff.) Spell save: +40 (+13 eff.) Mental save: +74 (+19 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Zanayaldir' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +18 Mag / +7 Wil Changes resistances: +15% lightning / +12% cold / +9% blight Changes damage: +20% lightning / +15% physical / +16% cold Spell save: +18 (+6 eff.) Damage Shield penetration: +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of darkness (+25%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +25% darkness Changes damage: +17% darkness Spell save: +30 (+10 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +4 Mag / +6 Wil Changes resistances: +13% lightning / +11% cold / +13% blight Changes damage: +11% lightning / +8% physical / +18% cold Life regen: +5.30 Maximum life: +68.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +4 Mag / +4 Wil Changes resistances: +6% lightning / +9% cold Changes damage: +9% lightning / +5% physical / +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Hanemakor' (0 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Damage when hit (Melee): 16 physical Changes stats: +5 Wil / +4 Mag Changes resistances: +2% physical Physical save: +32 (+8 eff.) Mana each turn: +0.18 Psi each turn: +0.20 Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeromithra the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +18% blight Changes damage: +9% acid Maximum encumbrance: +37 Physical save: +10 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerurinor (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +3 Con Changes resistances: +3% blight / +3% cold / +9% mind / +9% nature Changes resistances penetration: +5% physical Disarm immunity: +15% Confusion immunity: +5% Knockback immunity: +5% Mindpower: +3 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Arcvault the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +6 Con Changes resistances penetration: +10% lightning Changes damage: +30% lightning / +7% physical / +6% light Light radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Balethad the Coalwolf (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes stats: +6 Str / +5 Con Changes resistances penetration: +15% darkness Changes damage: +8% physical / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Ce'Niyatha the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +2 Mag / +6 Wil / +4 Cun Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Disarm immunity: +15% Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. A pair of boots made of leather. |
Charqueller the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 fire Changes resistances penetration: +25% acid / +15% fire Changes damage: +9% fire Stamina each turn: +0.50 Maximum stamina: +11.00 A pair of boots made of leather. |
Cureseam (16 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Fatigue: +3% Changes resistances: +12% nature Changes damage: +18% physical Critical mult.: +12.00% Stamina each turn: +0.60 Maximum stamina: +15.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.4 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Curesteel the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Wil Changes resistances: +10% cold / +5% fire Maximum encumbrance: +36 Physical save: +9 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +26.00 A pair of boots made of leather. |
Cystsin (0 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +6 Mag Changes resistances: +3% nature Changes resistances penetration: +25% nature Changes damage: +7% acid / +7% blight Disease immunity: +38% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +36% Spellpower: +8 (+3 eff.) Infravision radius: +3 A pair of boots made of leather. |
Dawnstinger (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 light Changes stats: +7 Wil Changes resistances: +19% darkness / +21% temporal Changes resistances penetration: +12% darkness / +15% temporal Spell save: +9 (+3 eff.) Vim when firing critical spell: +5.00 Maximum mana: +80.00 Defense after a teleport: +19 Resist all after a teleport: +15% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dawnwaker the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 31% chance to daze at end of turn * 31% chance to blind Damage when hit (Melee): 12 light / 12 lightning Changes stats: +4 Str / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +20% arcane / +10% light It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Earurahad the pair of dwarven-steel boots (15 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +15 (+4 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +1% physical Changes resistances penetration: +20% acid Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gludalle (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +6 Str / +9 Con Changes resistances: +9% cold / +8% fire Physical save: +9 (+2 eff.) A pair of boots made of leather. |
Ivulralle the pair of hardened leather boots (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +2 Wil Critical mult.: +25.00% Mental save: +12 (+4 eff.) Psi when hit: +0.08 A pair of boots made of leather. |
Kindleraptor (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): 20 acid / 8 fire Changes stats: +8 Lck / +4 Dex Changes resistances penetration: +20% fire Changes damage: +6% fire Stealth bonus: +8 A pair of boots made of leather. |
Layathra (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Fatigue: +3% Changes stats: +1 Con Changes resistances: +3% darkness Spell save: +18 (+6 eff.) Life regen: +2.70 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbuswalker the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% mind / +18% lightning Changes resistances penetration: +25% lightning / +25% mind Changes damage: +6% mind / +9% lightning Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 12 (based on Magic), costing 14 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
blood-soaked pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +3 Mag It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
insulating pair of iron boots of evasion (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+3 eff.) Fatigue: +2% Changes resistances: +6% cold / +6% fire Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 61 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. |
pair of dwarven-steel boots 'Loampall' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances penetration: +15% nature / +25% mind Critical mult.: +10.00% Stamina each turn: +0.40 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum life: +33.00 Mental crit. chance: +2% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Eilinydawen' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Light radius: +2 See invisible: +9 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Shadowrace' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Damage when hit (Melee): 20 darkness Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +25% darkness Changes damage: +12% arcane Maximum encumbrance: +29 Physical save: +10 (+2 eff.) A pair of boots made of leather. |
pair of iron boots 'Mayarama' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 physical Changes stats: +2 Con Critical mult.: +9.00% Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +5% Knockback immunity: +5% Teleport immunity: +15% Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Nightquarry' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +3 Mag / +10 Wil / +10 Cun / +5 Con Changes resistances penetration: +10% physical Changes damage: +15% darkness Mindpower: +9 (+2 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +15 (+3 eff.) Mental save: +13 (+4 eff.) Movement speed: +20% A pair of boots made of leather. |
Borydrakhad (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +7 Mag / +3 Wil / +6 Cun Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
Brenakalthoneg (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +5 Str / +4 Wil / +10 Con Changes resistances: +6% blight / +3% cold Changes damage: +6% acid Talent mastery: +0.20 Technique / Grappling Physical save: +26 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +22 (+6 eff.) Disarm immunity: +81% Maximum life: +57.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bumm - Bumm Tyu (0 def, 22 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Physical power: +20 (+3 eff.) Armour: +22 Armour Hardiness: +13% Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 darkness Changes stats: +6 Str / +9 Dex / +6 Cun / +15 Con Changes resistances: +13% darkness / +12% physical Changes resistances penetration: +5% temporal Changes damage: +11% darkness / +3% fire It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 13 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 40% 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. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Darkspike the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 12 light Changes resistances: +19% light / +9% darkness Changes resistances penetration: +10% light Changes damage: +7% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dazzlerigor the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +12 Armour: +3 Changes stats: +9 Dex / +3 Wil / +10 Cun Changes resistances: +12% light Changes damage: +9% arcane Grants telepathy: Humanoid/Orc Physical save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.40 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 13 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erihek (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Changes stats: +2 Cun / +10 Con Changes resistances: +7% acid Changes damage: +5% acid Physical save: +31 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +58% Spell crit. chance: +2% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 46.43 fire damage and 46.73 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
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 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 31.77 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Lisotta (0 def, 15 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +15 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 mind / 14 darkness Changes stats: +2 Str / +2 Dex Mental save: -13 (-5 eff.) Psi when hit: +0.12 Mindpower: +4 (+1 eff.) Healing mod.: +5% It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Lustre's kiss (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to cause random gloom * 30% chance to blind Damage (Melee): 22 darkness / 22 mind Damage when hit (Melee): 20 light Changes resistances penetration: +10% light Changes damage: +6% light Mental save: -12 (-4 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Malifast the Glitterquill (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 18 mind / 25 darkness Changes resistances: +3% acid / +12% darkness / +3% cold / +18% nature / +3% light Spell save: +6 (+2 eff.) Mental save: -11 (-4 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Polyriagawen the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes resistances: +8% nature Changes damage: +6% nature Mental save: +18 (+5 eff.) Blindness immunity: +15% Cut immunity: +15% Pinning immunity: +30% Only die when reaching: -80.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 36.46 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Skybreeze the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +4 Str Changes resistances penetration: +15% lightning Changes damage: +6% light / +18% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
Urthymahir the Nimbuswar (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to daze at end of turn Life regen: +1.10 Stamina each turn: +0.60 Mana each turn: +0.12 Mana when firing critical spell: +4.00 Maximum stamina: +11.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvutta the hardened leather gloves (6 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +1% physical Poison immunity: +20% Cut immunity: +10% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 4 lightning / 6 fire / 8 arcane / 6 cold Changes stats: +9 Wil / +9 Mag Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Aduta' (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 38 mind / 40 darkness Changes stats: +6 Str / +3 Cun / +6 Con Physical save: +30 (+7 eff.) Spell save: +10 (+3 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +50% Mindpower: +16 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Eilinera' (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +23 Physical power: +19 (+3 eff.) Armour: +3 Effects on melee hit: * 20 arcane resource burn * 35% chance to corrode armour by 30% Changes stats: +6 Str / +18 Dex / +18 Cun Changes resistances: +3% lightning / +9% cold / +3% acid It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: 13 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 40% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Alirath' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes stats: +6 Dex / +3 Con Life regen: +2.80 Stamina each turn: +1.40 Maximum life: +60.00 Maximum stamina: +27.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Blasttitan' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to daze at end of turn Changes resistances: +3% lightning / +6% temporal Changes damage: +9% lightning Physical save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +34% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Smearward' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str Changes resistances: +6% nature / +12% fire Changes resistances penetration: +10% fire Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Durovor' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -8% Damage when hit (Melee): 16 acid Changes stats: +5 Str Life regen: +2.20 Stamina each turn: +0.90 Psi each turn: +0.18 Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Zanefang' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +6 Str / +9 Dex / +4 Cun / +3 Con Changes resistances: +3% blight Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Cloudidol' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 6 blight Damage when hit (Melee): 12 lightning / 4 blight Changes resistances: +6% blight / +3% lightning Changes resistances penetration: +10% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of war-making (0 def, 14 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +14 Armour Hardiness: +6% Changes stats: +11 Con Changes resistances: +9% physical Critical mult.: +15.00% Spell crit. chance: +13% Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets 'Thunderroar' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes resistances: +12% lightning / +10% cold / +6% arcane Changes damage: +12% lightning / +11% cold / +12% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 57.48 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Bethumibeth (9 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Only die when reaching: -20.00 life Maximum life: +10.00 Maximum stamina: +10.00 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.Brightoblivion (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 arcane / 8 light Changes resistances: +20% light / +20% darkness Critical mult.: +10.00% Spell save: +40 (+13 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% A cap made of leather. |
Chargelore (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +9% lightning / +14% physical Changes resistances penetration: +25% darkness Changes damage: +9% lightning / +14% physical A pointy cloth hat, very wizardly... |
Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 15 power out of 32/32) : Effective talent level: 3.0 Power cost: 15 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 24%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Cyrewen the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Str / +3 Mag / +4 Wil / +2 Cun Changes resistances: +14% acid / +9% temporal / +21% fire / +15% blight / +15% cold / +5% arcane / +26% lightning Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dimrigor (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +5% physical / +6% darkness / +6% blight / -36% light / +6% arcane / +12% nature Reduces incoming crit damage: 15.00% Mental save: +39 (+11 eff.) Life regen: +8.00 Only die when reaching: -106.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. 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 5. The sound wave is so strong, your foes also take 290.99 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. |
Dryyon the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +5 Cun / +10 Str Changes resistances: +6% mind Changes resistances penetration: +15% mind Physical save: +19 (+4 eff.) Mindpower: +2 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1122.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emutira the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Dex / +2 Cun / +5 Con Changes resistances: +19% lightning Changes damage: +13% lightning Critical mult.: +15.00% Infravision radius: +3 A pointy cloth hat, very wizardly... |
Glydhetha the elven-silk wizard hat (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +7 Mag / +11 Wil / +8 Cun / +5 Con Changes damage: +6% mind Critical mult.: +5.00% Mental save: +28 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum mana: +60.00 Spellpower: +5 (+2 eff.) Mental crit. chance: +7% Damage Shield penetration: +40% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 91 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Hanaruidor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex / +4 Mag / +5 Cun / +3 Con Changes resistances: +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.3 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.67 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Lisyth the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +3 Wil / +4 Cun Changes resistances: +10% nature / +10% blight Changes damage: +6% physical Physical save: +3 (+0 eff.) Mental save: +10 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +5.00 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lustreseam (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 31% chance to corrode armour by 30% * 31% chance to blind Changes stats: +9 Str Changes resistances: +6% light / +21% acid Changes resistances penetration: +15% darkness / +15% light Changes damage: +21% darkness Light radius: +3 A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-4 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 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 18 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." |
This item will automatically be transmogrified when you leave the level.Phlegmwilder (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 mind / 27 nature Changes stats: +10 Cun Changes resistances: +21% nature Changes resistances penetration: +20% nature / +30% mind Changes damage: +9% light Mental save: +15 (+5 eff.) Light radius: +4 A pointy cloth hat, very wizardly... |
Pusblast the voratun helm (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Damage when hit (Melee): 8 nature / 12 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +6% acid / +23% cold Changes resistances penetration: +20% nature Allows you to breathe in: water Spell save: +3 (+1 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravenking (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Wil Changes resistances: +6% mind / +9% physical Changes resistances penetration: +15% darkness / +10% mind Changes damage: +15% darkness / +30% mind Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scaldbender (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 mind / 20 fire Changes stats: +4 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +15% fire / -26% light / +9% mind Changes resistances penetration: +20% fire Changes damage: +12% fire Life regen: +3.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Searqueen the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Str / +3 Dex Changes resistances: +18% fire Changes damage: +9% fire A cap made of leather. |
Tehad the Greenslice (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Psi each turn: +0.14 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 27% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 20%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Urtharegund the Flashblood (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 light Changes stats: +10 Dex / +4 Wil / +4 Cun Changes resistances: +3% light Changes resistances penetration: +10% lightning Changes damage: +6% lightning Physical save: +20 (+5 eff.) Mindpower: +4 (+1 eff.) A cap made of leather. |
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: +7 Con / +10 Wil 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. |
Yaryrosta the voratun helm (9 def, 11 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 penetration: +5 Physical power: +6 (+1 eff.) Armour: +11 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +5 Wil / +5 Cun / +8 Con Changes resistances: +6% darkness Spell save: +6 (+2 eff.) Cut immunity: +15% Only die when reaching: -100.00 life Mindpower: +6 (+1 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvuna the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 mind / 8 physical Changes stats: +8 Str / +5 Dex / +6 Cun / +5 Con Changes damage: +6% arcane Equilibrium when hit: +0.08 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1122.4 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Yvyribeth (0 def, 20 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +20 Fatigue: +4% Changes resistances: +6% lightning / +9% temporal / +19% darkness / +11% blight / +5% arcane / +6% mind Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. |
aegis cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +3.80 Infravision radius: +5 See stealth: +17 See invisible: +6 Damage Shield Power: +8% Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48%, and attempts to push all creatures other than yourself out of its radius, inflicting 4.38 light damage and 5.19 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Ce'Neressra' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +2 Mag / +12 Wil Changes resistances: +29% blight / +14% darkness / +6% arcane Changes resistances penetration: +15% arcane Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Spell save: +15 (+5 eff.) Mental save: +30 (+8 eff.) Mindpower: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 cap made of leather. |
drakeskin leather cap 'Dazzleburst' (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 22 darkness / 8 fire Changes stats: +4 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +12% nature / +15% blight Changes damage: +12% light Mindpower: +6 (+1 eff.) A cap made of leather. |
drakeskin leather cap 'Skypunish' (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +12 Wil / +7 Cun Changes resistances: +9% lightning / +15% physical / +15% light / +19% darkness Changes resistances penetration: +10% lightning Physical save: +15 (+3 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Mindpower: +5 (+1 eff.) A cap made of leather. |
drakeskin leather cap 'Zanaredor' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +8 Dex Changes resistances: +15% mind / +21% acid Changes resistances penetration: +25% mind A cap made of leather. |
dwarven-steel helm 'Aerenne' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 arcane / 8 mind Changes stats: +6 Str / +9 Dex Changes resistances: +5% arcane Physical save: +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Blindparry' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Dex / +5 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning / +10% temporal / -27% light / +7% blight / +9% darkness Changes damage: +15% arcane / +12% darkness Mental save: +10 (+3 eff.) Life regen: +5.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat of the sentry (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Infravision radius: +9 See stealth: +22 See invisible: +22 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 48%, and attempts to push all creatures other than yourself out of its radius, inflicting 4.38 light damage and 5.19 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
hardened leather cap 'Arubreldawen' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +10% fire / +9% cold / +6% temporal Changes damage: +12% temporal A cap made of leather. |
hardened leather cap 'Shadowpride' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +5 Dex / +4 Wil / +4 Cun Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Mindpower: +5 (+1 eff.) Light radius: +3 Infravision radius: +2 A cap made of leather. |
shielding elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Con / +20 Mag Changes damage: +18% arcane Spell save: +15 (+5 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
voratun helm 'Aludig' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Mag / +4 Wil / +4 Cun / +13 Lck Grants telepathy: Dragon Maximum hate: +4.00 Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Furnacestoker' (0 def, 11 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 penetration: +7 Armour: +11 Fatigue: +5% Changes stats: +5 Dex / +9 Wil / +11 Cun Changes resistances: +6% lightning Changes resistances penetration: +5% fire Changes damage: +6% arcane Spell save: +20 (+6 eff.) Mindpower: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gloomjustice the voratun mail armour (20 def, 27 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +27 Defense: +20 (+5 eff.) Fatigue: +16% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Cun / +3 Str Changes resistances: +30% acid / +28% cold / +30% fire Changes resistances penetration: +20% darkness Changes damage: +12% physical Physical save: +26 (+6 eff.) Mental save: +25 (+7 eff.) Life regen: +0.40 A suit of armour made of mail. |
Sulfurlady (20 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +16 (+2 eff.) Armour: +18 Defense: +20 (+5 eff.) Fatigue: +16% Damage when hit (Melee): 12 blight Changes stats: +8 Str / +8 Mag / +9 Wil / +6 Cun Changes resistances: +45% lightning / +12% nature / +6% blight Changes resistances penetration: +10% nature Mental save: +24 (+7 eff.) Spellpower: +24 (+8 eff.) Spell crit. chance: +8% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
Woeshear the voratun mail armour (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 8 arcane / 20 darkness Changes resistances: +12% acid / +13% cold / +3% darkness / +5% arcane Changes damage: +6% darkness / +3% arcane Allows you to breathe in: water Life regen: +3.80 Maximum life: +133.00 Healing mod.: +30% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Ashrock (5 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 40% * 40% chance to daze at end of turn Damage (Melee): 10 fire Damage (Ranged): 9 fire Damage when hit (Melee): 27 fire / 12 mind / 16 nature Changes resistances: +42% fire / +9% mind / +30% physical Changes damage: +9% lightning A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) It can be used to turn yourself invisible (power 39, based on Cunning and Magic) for 10 turns, costing 30 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Glimmerquill (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 26 light Changes stats: +3 Wil Changes resistances: +10% acid / +14% physical / +16% darkness / +13% blight / +29% cold / +8% fire / +9% lightning Changes resistances penetration: +10% mind Changes damage: +6% mind / +9% light Mindpower: +8 (+2 eff.) Light radius: +1 A suit of armour made of leather. |
Greenrock the drakeskin leather armour (21 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+5 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +7 Dex / +5 Mag / +6 Wil / +2 Cun Changes resistances penetration: +10% nature Changes damage: +6% nature Light radius: +3 See invisible: +9 Movement speed: +20% A suit of armour made of leather. |
Sewerpanic (14 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 16 darkness Changes stats: +10 Str / +20 Dex / +7 Mag Changes resistances penetration: +15% nature Changes damage: +15% nature Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Infravision radius: +3 A suit of armour made of leather. |
Siluvea the Flarevice (4 def, 7 armour)Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 fire Changes stats: +8 Cun / +8 Wil Changes resistances: +9% fire Changes resistances penetration: +15% lightning / +25% fire Changes damage: +9% lightning Mental save: +22 (+6 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Sepsispower' (33 def, 41 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +2.0% Armour: +41 Defense: +33 (+8 eff.) Fatigue: +8% Changes stats: +11 Cun / +1 Con Changes resistances: +30% temporal Changes damage: +3% nature Mental save: +50 (+13 eff.) Only die when reaching: -100.00 life A suit of armour made of leather. |
drakeskin leather armour of thunder (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+4 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +20% lightning Spellpower: +18 (+6 eff.) Spell crit. chance: +9% Mindpower: +25 (+6 eff.) Mental crit. chance: +10% A suit of armour made of leather. |
duelist's drakeskin leather armour of command (21 def, 23 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +14 Cun / +7 Dex Mental save: +19 (+6 eff.) A suit of armour made of leather. |
marauder's drakeskin leather armour of delving (11 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +15 Str / +10 Dex Changes resistances: +17% darkness / +10% physical Physical save: +14 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
reinforced leather armour 'Balyromihad' (4 def, 13 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +13 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +4 Dex Changes resistances: +25% darkness / +21% cold / +15% light / +8% physical Physical save: +6 (+1 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Chargecrack (34/47, 168% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 47 On weapon hit: * 40% chance to daze at end of turn * 10% chance to crush the target Damage (Ranged): +20 lightning / +12 darkness / +48 gravity / +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
Eilinugatha the quiver of dragonbone arrows (18/18, 194% power, 33 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 195% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +18.0% Capacity: 18 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 29% chance to disease Travel speed: +200% Damage (Ranged): +24 blight / +4 temporal Arrows are used with bows to pierce your foes to death. |
Hanadur (21/21, 164% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Damage (Ranged): +4 blight / +39 darkness / +8 acid Burst (radius 1) on hit: +12 blight / +4 acid Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
Infernoweeper the quiver of dragonbone arrows (22/22, 198% power, 35 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 198% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +18.0% Capacity: 22 Travel speed: +200% Damage (Ranged): +32 lightning / +16 fire / +4 mind Burst (radius 1) on hit: +16 mind / +12 fire Burst (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 50% Str, 60% Dex Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Sunrupture the quiver of dragonbone arrows (20/20, 167% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 40% chance to blind On weapon crit: * cripple the target Damage (Ranged): +8 fire / +24 light Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +24 fire Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Dexterity 20 - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 50% Dex, 70% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
arcing quiver of elven-wood arrows of daylight (19/19, 154% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +17 lightning / +20 light Damage against: +14% Undead Arrows are used with bows to pierce your foes to death. |
elemental quiver of elven-wood arrows of annihilation (19/19, 165% power, 29 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +13.5% Capacity: 19 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Flameedge' (20/20, 121% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.5% Capacity: 20 On weapon hit: * Slows global speed by 40% On weapon crit: * cripple the target Damage (Ranged): +20 cold / +15 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +13 fire / +9 cold Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Betidhevena' (22/22, 178% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 179% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +9.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 52% chance to cause random gloom * 30% chance to disease Travel speed: +200% Damage (Ranged): +39 lightning / +45 darkness / +30 blight Burst (radius 2) on crit: +23 lightning Damage against: +24% Living Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Elildalle' (57/57, 155% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 57 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 temporal Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Phlegmtyphoon' (31/40, 156% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 156% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 40 On weapon hit: * Slows global speed by 40% Damage (Ranged): +20 temporal / +28 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 temporal When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Galenaught' (23/23, 153% power, 12 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 154% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +6.0% Capacity: 23 On weapon crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Travel speed: +200% Damage (Ranged): +16 lightning / +20 bleed / +16 physical Burst (radius 1) on hit: +12 lightning When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows (44/44, 181% power, 29 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +3.0% Capacity: 44 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
237 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Glirin the voratun pickaxe (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +3 Str / +6 Dex / +5 Wil / +5 Cun Changes resistances: +9% darkness / +9% fire Maximum mana: +60.00 Maximum vim: +40.00 Infravision radius: +6 Movement speed: +10% Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silirewe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +10 Damage when hit (Melee): 8 physical Changes stats: +2 Str Maximum life: +22.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Toxinmaster the voratun pickaxe (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 darkness Changes stats: +5 Str Changes resistances penetration: +5% darkness / +15% nature Changes damage: +6% nature Maximum life: +40.00 Maximum stamina: +20.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yvutta (dig speed 7 turns)Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind / 4 temporal Changes stats: +3 Str / +2 Wil Changes damage: +6% blight / +15% fire / +15% mind Physical save: +28 (+7 eff.) Spell save: +34 (+11 eff.) Mental save: +42 (+11 eff.) Maximum life: +162.00 Maximum vim: +40.00 Heals friendly targets nearby when you use a nature summon: +20 Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
csaki1 (dig speed 3 turns)Requires: - Level 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +7 Str Changes resistances: +10% fire / +9% darkness / +3% temporal Changes resistances penetration: +20% light / +22% physical Changes damage: +15% lightning / +6% temporal / +6% light Maximum life: +34.00 Maximum stamina: +30.00 Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
dwarven-steel pickaxe of predation (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Burnrain' (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +3 Str / +5 Wil / +4 Con Changes resistances: +9% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Maximum life: +90.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Unlightfury' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 36% chance to corrode armour by 30% Damage when hit (Melee): 12 mind / 20 acid Changes stats: +8 Str Changes resistances: +9% acid / +18% mind / +18% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Boryderek the AirfameCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes stats: +8 Cun Changes resistances penetration: +25% mind Changes damage: +9% mind Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ce'NylaithCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% temporal Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+6 eff.) Pinning immunity: +15% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
CyranaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Cun / +2 Con Changes damage: +18% mind Critical mult.: +10.00% Light radius: +6 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 80.13 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 11.51 cold damage and 16.77 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
FogwrackInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Damage when hit (Melee): 8 darkness Changes resistances: +9% darkness Changes resistances penetration: +10% darkness / +24% all Changes damage: +12% darkness / +6% mind Physical save: +11 (+2 eff.) Light radius: +6 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
GlareroarCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% nature Changes resistances penetration: +25% light Changes damage: +9% nature / +3% light 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. |
GlitterserpentInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Damage when hit (Melee): 20 physical Changes stats: +5 Str / +6 Wil / +2 Con Critical mult.: +16.00% Maximum life: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Lamp of the Dark HunterInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 23 fire Changes stats: +11 Cun / +7 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +15% fire / +5% blight Changes damage: +3% blight / +9% lightning Critical mult.: +20.00% Physical save: +20 (+5 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+6 eff.) Blindness immunity: +47% Confusion immunity: +26% Light radius: +0 Infravision radius: +9 See stealth: +24 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
SplendourwreckCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Cun Changes resistances: +3% light Changes resistances penetration: +20% darkness / +5% light Changes damage: +9% darkness Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Starsteel the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% acid / +6% light / +3% cold / +3% darkness / +9% lightning 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (118 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Light radius: +6 See stealth: +9 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +10% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal dwarven lantern of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +12% darkness Changes damage: +11% light Damage affinity(heal): +5% light Spellpower: +11 (+4 eff.) Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.3 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 19.67 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
lampa3Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Changes stats: +7 Wil / +7 Cun / +5 Con Changes resistances: +15% blight / +5% arcane Changes resistances penetration: +10% light / +15% all Critical mult.: +20.00% Physical save: +15 (+3 eff.) Life regen: +4.80 Light radius: +8 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes resistances: +7% blight / +6% fire / +8% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 13 blight damage or heals 40 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
9 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. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)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 176.17 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Barysus the Morningsmash (21/21, 165% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 40% chance to blind * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Damage (Ranged): +40 light / +16 fire / +19 bleed Burst (radius 1) on hit: +8 lightning Shots are used with slings to pummel your foes to death. |
Betedhewyn the pouch of stralite shots (21/21, 152% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 152% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Arcane Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 Turns elapse between self-loadings: 2 Burst (radius 1) on hit: +28 arcane Burst (radius 2) on crit: +4 arcane / +24 mind Shots are used with slings to pummel your foes to death. |
Chamydrahell the Deepsborn (15/15, 122% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon hit: * 20% chance to inflict 15% damage reduction * 5% chance to disease * Random elemental explosion * 20% chance to curse the target Damage (Ranged): +16 blight / +13 darkness Burst (radius 1) on hit: +12 darkness Shots are used with slings to pummel your foes to death. |
Daywilder the pouch of stralite shots (18/18, 169% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 169% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 40% chance to blind * 40% chance to corrode armour by 30% Damage (Ranged): +20 light Burst (radius 1) on hit: +28 light / +4 acid Shots are used with slings to pummel your foes to death. |
Flashfiend the pouch of stralite shots (23/58, 154% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 58 On weapon hit: * 40 arcane resource burn * Slows global speed by 40% * 40% chance to blind Damage (Ranged): +36 light Burst (radius 1) on hit: +20 light When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Glalenne (22/22, 154% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Blight Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +12 temporal / +16 arcane Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of stralite shots 'Dazzleoozer' (20/20, 153% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to blind Damage (Ranged): +28 light Burst (radius 1) on hit: +8 light Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Gebrenor' (25/25, 157% power, 12 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 158% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +5.5% Capacity: 25 On weapon hit: * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +15 lightning Burst (radius 1) on hit: +16 arcane Burst (radius 2) on crit: +8 arcane Shots are used with slings to pummel your foes to death. |
pouch of voratun shots (21/21, 167% power, 6 apr)Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Olytir' (24/24, 168% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 169% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Capacity: 24 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +8 blight / +16 cold / +28 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots of torment (52/52, 169% power, 14 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 170% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +7.0% Capacity: 52 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to torment the target Damage (Ranged): +15 mind / +15 darkness Shots are used with slings to pummel your foes to death. |
Adodhewyn [power 213] (12/4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% temporal Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence Critical mult.: +10.00% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Damage Shield penetration: +50% It can be used to fire a blast of psionic energies in a range 8 beam dealing 45.99 to 91.97 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Jetvice [power 30] (12/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness / 16 mind Changes resistances penetration: +10% mind Changes damage: +6% darkness Talent granted: +3 Telekinetic Blast Critical mult.: +25.00% Mental save: +9 (+3 eff.) Maximum hate: +6.00 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Xanynor the Blasttitan [power 48] (12/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Str / +2 Con Changes resistances penetration: +25% lightning Talent granted: +5 Telekinetic Blast Physical save: +9 (+2 eff.) Stamina each turn: +1.00 Maximum life: +50.00 It can be used to teleport randomly (rad 48), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Xeralaith [power 60] (12/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Wil / +10 Mag Changes resistances: +9% cold Changes resistances penetration: +15% blight Mental save: +15 (+5 eff.) Disarm immunity: +15% Maximum mana: +60.00 It can be used to teleport randomly (rad 60), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 637] (12/6 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 8 beam dealing 137.53 to 275.06 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Aerita the Shockswift [power 4] (12/6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +15% light / +6% lightning Maximum wards: +5 acid / +3 nature / +5 light Changes resistances penetration: +5% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
Eilinyna the dragonbone totem of thorny skin [power 88] (12/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Wil Maximum wards: +5 acid / +4 nature / +3 light Changes damage: +15% mind Grants telepathy: Dragon Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Equilibrium when hit: +0.08 Psi when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
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 (+6 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 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Unlightmonster the elven-wood totem of thorny skin [power 65] (12/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 fire Changes stats: +5 Str / +4 Mag / +3 Con Changes resistances: +12% darkness Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Shockbile' [power 4] (12/6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +20% lightning Changes damage: +9% nature Talent cooldown: Invoke Tentacle (+10 turn) Talent granted: +2 Invoke Tentacle It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing [power 227] (12/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 8 (based on Willpower) for 227, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Glimmerfiend' [power 125] (12/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +21% light / +6% temporal Talent granted: +1 Ward Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal a target within range 8 (based on Willpower) for 125, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Filthpiety [power 9] (12/4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% nature Changes resistances penetration: +10% temporal Changes damage: +3% nature Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to reveal the area around you, dispelling darkness (radius 9, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shinewyrd [power 535] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 36% chance to blind Damage when hit (Melee): 16 arcane Changes resistances: +9% light Changes damage: +9% blight / +6% arcane Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +2% Damage Shield penetration: +60% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element with (base) damage 268 to 535, 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. |
Strikequake the dragonbone wand of clairvoyance [power 15] (12/4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% lightning Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +5% blight Changes damage: +12% lightning Talents cooldown: Volcano (-2 turns) Strike (-1 turn) Talents granted: +2 Strike +5 Volcano +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 15, power 70 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+4 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 78.04 temporal and 82.69 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
defiled dragonbone wand of conjuration [power 499] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +11.00 It can be used to fire a bolt of a random element with (base) damage 250 to 499, 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. |
dragonbone wand of conjuration 'Sparkpain' [power 529] (12/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% mind Reduces incoming crit damage: 15.00% Blindness immunity: +15% Poison immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element with (base) damage 264 to 529, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 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. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Attila'De HUN the Halfling Archer level 33
25th Pyre 123rd year of Ascendancy at 12:52 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Attila'De HUN the Halfling Archer level 50
52nd Haze 123rd year of Ascendancy at 01:23 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Attila'De HUN the Halfling Archer level 33
7th Pyre 123rd year of Ascendancy at 07:17 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Attila'De HUN the Halfling Archer level 38
57th Pyre 123rd year of Ascendancy at 02:53 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Attila'De HUN the Halfling Archer level 48
1st Haze 123rd year of Ascendancy at 17:32 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Attila'De HUN the Halfling Archer level 36
44th Pyre 123rd year of Ascendancy at 20:38 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Attila'De HUN the Halfling Archer level 34
35th Pyre 123rd year of Ascendancy at 11:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Attila'De HUN the Halfling Archer level 17
57th Dusk 122nd year of Ascendancy at 21:46 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Attila'De HUN the Halfling Archer level 50
14th Regrowth 124th year of Ascendancy at 22:31 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Attila'De HUN the Halfling Archer level 35
39th Pyre 123rd year of Ascendancy at 11:36 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Attila'De HUN the Halfling Archer level 45
41st Dusk 123rd year of Ascendancy at 01:53 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Attila'De HUN the Halfling Archer level 33
7th Pyre 123rd year of Ascendancy at 09:04 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Attila'De HUN the Halfling Archer level 25
8th Allure 123rd year of Ascendancy at 12:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Attila'De HUN the Halfling Archer level 20
70th Haze 122nd year of Ascendancy at 10:29 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Attila'De HUN the Halfling Archer level 43
10th Dusk 123rd year of Ascendancy at 14:50 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Attila'De HUN the Halfling Archer level 50
37th Regrowth 124th year of Ascendancy at 13:33 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Attila'De HUN the Halfling Archer level 50
14th Regrowth 124th year of Ascendancy at 14:45 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Attila'De HUN the Halfling Archer level 34
33rd Pyre 123rd year of Ascendancy at 05:35 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Attila'De HUN the Halfling Archer level 23
79th Haze 122nd year of Ascendancy at 00:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Attila'De HUN the Halfling Archer level 10
2nd Dusk 122nd year of Ascendancy at 14:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Attila'De HUN the Halfling Archer level 20
65th Haze 122nd year of Ascendancy at 23:04 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Attila'De HUN the Halfling Archer level 30
65th Regrowth 123rd year of Ascendancy at 06:41 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Attila'De HUN the Halfling Archer level 40
6th Mirth 123rd year of Ascendancy at 06:08 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Attila'De HUN the Halfling Archer level 50
11st Haze 123rd year of Ascendancy at 07:38 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Attila'De HUN the Halfling Archer level 50
22nd Regrowth 124th year of Ascendancy at 12:38 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Attila'De HUN the Halfling Archer level 50
16th Haze 123rd year of Ascendancy at 08:34 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Attila'De HUN the Halfling Archer level 50
28th Haze 123rd year of Ascendancy at 14:21 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Attila'De HUN the Halfling Archer level 17
11st Haze 122nd year of Ascendancy at 19:47 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Attila'De HUN the Halfling Archer level 30
65th Regrowth 123rd year of Ascendancy at 20:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Attila'De HUN the Halfling Archer level 23
8th Decay 122nd year of Ascendancy at 21:29 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Attila'De HUN the Halfling Archer level 35
39th Pyre 123rd year of Ascendancy at 19:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Attila'De HUN the Halfling Archer level 19
64th Haze 122nd year of Ascendancy at 04:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Attila'De HUN the Halfling Archer level 7
4th Mirth 122nd year of Ascendancy at 04:37 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Attila'De HUN the Halfling Archer level 50
22nd Regrowth 124th year of Ascendancy at 15:29 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Attila'De HUN the Halfling Archer level 26
15th Regrowth 123rd year of Ascendancy at 05:27 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Attila'De HUN the Halfling Archer level 39
73rd Pyre 123rd year of Ascendancy at 04:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Attila'De HUN the Halfling Archer level 13
22nd Dusk 122nd year of Ascendancy at 11:47 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Attila'De HUN the Halfling Archer level 39
2nd Mirth 123rd year of Ascendancy at 14:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Attila'De HUN the Halfling Archer level 24
9th Decay 122nd year of Ascendancy at 07:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Attila'De HUN the Halfling Archer level 17
11st Haze 122nd year of Ascendancy at 12:17 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Attila'De HUN the Halfling Archer level 20
67th Haze 122nd year of Ascendancy at 02:06 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Attila'De HUN the Halfling Archer level 32
2nd Pyre 123rd year of Ascendancy at 19:45 see stats
Log
Something hits Attila'De HUN for (342 reacted , -6 stam), (192 absorbed), 424 arcane (424 total damage).
Elandar deactivates Chant of Resistance.
Elandar deactivates Stone Skin.
Elandar deactivates Quicken Spells.
Burning Shock from Elandar hits Quasit for 58 fire damage.
Argoniel casts Bone Grab.
Attila'De HUN reacts to damage from Argoniel, mitigating the blow!.
Elandar's morale has been lowered.
Argoniel's morale has been lowered.
Attila'De HUN starts to bleed.
Attila'De HUN resists the bone!
Argoniel performs a melee critical strike against Attila'De HUN!
Attila'De HUN reacts to an attack from Argoniel, mitigating the blow!.
Attila'De HUN is recovering from the damage!
Argoniel drains life from Attila'De HUN!
Attila'De HUN is on fire!
Attila'De HUN reacts to an attack from Argoniel, mitigating the blow!.
Argoniel drains life from Attila'De HUN!
Attila'De HUN's Infusion: Heroism is disrupted by his wounds!
Attila'De HUN HEALS from darkness damage!
Argoniel hits Attila'De HUN for (121 reacted , -6 stam), 218 physical, (229 reacted , -6 stam), 412 blight, 35 lightning, 0 darkness, 5 healing, 87 blight, (116 reacted , -6 stam), 208 blight, 7 darkness, 5 healing, 88 blight, 15 fire (1069 total damage) [11 healing].
Argoniel receives 128 healing.
Attila'De HUN hits Argoniel for 43 healing, 9 fire, 3 physical, 1 darkness, 44 healing, 9 fire, 3 physical, 1 darkness (25 total damage) [87 healing].
Elandar uses Stunning Blow.
Attila'De HUN evades Elandar.
A part of Argoniel's bone shield regenerates.
Elandar uses Shattering Blow.
Elandar misses Attila'De HUN.
Saving game...



































































































































































































































