Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Demonologist |
Level / Exp | 50 / 3748% |
Size | big |
Lifes / Deaths | Killed by Vorukira the fire drake at level 50 on the 1st Decay 123rd year of Ascendancy at 03:34 / 1 |
Primary Stats
Strength | 140 (base 60) |
Dexterity | 91 (base 60) |
Constitution | 84 (base 66) |
Magic | 86 (base 65) |
Willpower | 97 (base 65) |
Cunning | 108 (base 63) |
Resources
Mana | 829/829 |
Equilibrium | 660 |
Vim | 211/211 |
Life | 1461/1485 |
Positive | 37/177 |
Stamina | 442/442 |
Paradox | 300 |
Healing Factor | 0.93700787401576 |
Regeneration | 6.6960011257961 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +161.08453708906% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 91.545454959088 |
See Invisible | 106.54545495909 |
ESP Range | 20 |
ESP Kinds | animal/canine, dragon, horror |
Offense: Mainhand
Damage | 305 |
Accuracy | 88 |
Crit Chance | 90% |
APR | 30 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 69 |
Crit Chance | 59% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Acid | +19% |
Light | +35% |
Lightning | +19% |
Cold | +34% |
Arcane | +20% |
Fire | +43% |
All | +11% |
Offense: Damage Penetration
Cold | +10% |
Physical | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 154.95059782047 (100%) |
Defense | 62 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 77 |
Mental Save | 52 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Darkness | + 59%( 70%) |
Light | + 15%( 45%) |
Temporal | + 29%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Disarm Resistance | 51% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 597.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 115.23 physical damage and 220.52 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Technique / Combat techniques | 1.30 |
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Corruption / Shadowflame | 1.50 |
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Corruption / Doom covenant | 1.50 |
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Technique / Combat veteran | 1.30 |
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Corruption / Infernal combat | 1.50 |
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Corruption / Demonic pact | 1.50 |
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Corruption / Spellblaze | 1.50 |
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Corruption / Doom shield | 1.50 |
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Technique / Shield offense | 1.50 |
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Generic Talents
Chronomancy / Chronomancy | 1.10 |
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Celestial / Light | 1.00 |
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Technique / Combat training | 1.20 |
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Corruption / Black-magic | 1.50 |
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Wild-gift / Harmony | 1.20 |
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Celestial / Chants | 1.00 |
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Spell / Staff combat | 1.40 |
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Corruption / Torment | 1.50 |
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Corruption / Hexes | 1.20 |
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Cunning / Survival | 1.40 |
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Prodigies
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Effects
talent | Blood Vengeance |
talent | Range Amplification Device |
talent | Overkill |
talent | Chant of Resistance |
talent | Flame of Urh'Rok |
talent | Shattered Mind |
talent | Precise Strikes |
talent | Bleak Outcome |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Willful Tormenter |
talent | Roll With It |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by white crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the repented thief from death by Mahuleas. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 734. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 26 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | Shadetooth (22/22, 23-32.2 power, 7 apr) Shadetooth (22/22, 23-32.2 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 20% chance to inflict 15% damage reduction * Slows global speed by 20% * 17% chance to disease * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Damage (Ranged): +9 physical / +4 darkness / +12 temporal / +12 blight / +11 bleed Burst (radius 1) on hit: +12 darkness / +4 nature Arrows are used with bows to pierce your foes to death. |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 436 cold damage (based on your Magic), costing 11 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
On hands | Nimbusjeer the voratun gauntlets (0 def, 3 armour) Nimbusjeer the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +11 Armour: +3 Changes stats: +8 Dex / +4 Mag / +8 Cun Changes resistances: +9% acid Changes resistances penetration: +10% mind Changes damage: +9% arcane Physical save: +9 (+3 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +41% Maximum hate: +2.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +16 arcane / +8 lightning Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +12 arcane It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: 9 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 296.87 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | Bloodcaller Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Vim each turn: +1.00 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Nightsong Nightsong |
Around neck | Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 31 power out of 60/60) : Effective talent level: 2.0 Power cost: 31 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
In main hand | Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Silence (25% chance level 3). 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 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun 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." |
Around waist | Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 13 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In off hand | Porelaith (12 def, 3 armour, 69-82.8 power, 201.5 block) Porelaith (12 def, 3 armour, 69-82.8 power, 201.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +202 Damage (Melee): +14 light / +14 lightning When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 22% chance to blind * 16% chance to daze at end of turn Changes stats: +4 Dex / +4 Mag / +5 Con Changes resistances: +16% lightning / +9% temporal / +16% light / +30% cold / +9% darkness Grants telepathy: All Talent granted: +5 Block Blindness immunity: +5% Disarm immunity: +10% Handheld deflection devices. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+4 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+4 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 10 power out of 18/18) : Effective talent level: 4.8 Power cost: 10 out of 18/18. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 61.03 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 +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour) Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Global speed: +20% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Isuyatira the voratun amulet Isuyatira the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Fatigue: -6% Changes stats: +4 Str / +6 Mag / +2 Wil Changes damage: +8% acid / +3% blight / +8% fire / +8% lightning / +8% cold Talent mastery: +0.28 Technique / Combat training Critical mult.: +20.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +2 Infravision radius: +3 See invisible: +15 Amulets can have magical properties. |
Voroserin VoroserinPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +3 Str / +1 Mag / +6 Wil / +3 Con Changes resistances: +15% mind Changes damage: +9% physical / +15% light / +15% darkness Critical mult.: +5.00% Mental save: +37 (+11 eff.) Confusion immunity: +25% Mindpower: +15 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starseer's voratun amuletstarseer's voratun amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Splendourfurnace SplendourfurnaceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to blind Damage when hit (Melee): 12 nature Changes resistances: +33% acid / +40% fire / +9% nature Changes resistances penetration: +25% nature Changes damage: +12% acid / +20% fire / +12% light Light radius: +4 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. conjurer's voratun ring of perseveranceconjurer's voratun ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Stun/Freeze immunity: +49% Life regen: +4.60 Spellpower: +15 (+4 eff.) Rings can have magical properties. |
Beygund the voratun battleaxe (57-85.5 power, 4 apr) Beygund the voratun battleaxe (57-85.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +25 Armour: +10 Changes resistances: +9% mind Changes resistances penetration: +36% physical Changes damage: +12% mind Critical mult.: +34.00% Physical save: +48 (+13 eff.) Stamina each turn: +0.60 Vim when firing critical spell: +5.00 Spell crit. chance: +3% Massive two-handed battleaxes. |
Vorivena the voratun dagger (37.5-48.75 power, 9 apr) Vorivena the voratun dagger (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 51% chance to corrode armour by 30% * 25% chance to put talents on cooldown When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 16 blight Changes stats: +3 Mag Changes resistances penetration: +10% arcane Changes damage: +9% acid Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +40% Sharp, short and deadly. |
voratun dagger 'Corpsewilter' (38.5-50.05 power, 9 apr) voratun dagger 'Corpsewilter' (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +20 blight When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% nature Changes resistances penetration: +25% nature Changes damage: +9% mind Spellpower on spell critical (stacks up to 3 times): +10 Mindpower: +6 (+1 eff.) Damage Shield penetration: +65% Sharp, short and deadly. |
Cleansewinnow the voratun greatmaul (65.5-98.25 power, 5 apr) Cleansewinnow the voratun greatmaul (65.5-98.25 power, 5 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +28 lightning / +28 light Burst (radius 1) on hit: +8 nature Damage against: +38% Undead When wielded/worn: Changes resistances penetration: +24% acid / +23% fire / +24% lightning / +24% cold Changes damage: +6% lightning Critical mult.: +6.00% Physical save: +9 (+3 eff.) Stamina each turn: +0.40 Maximum life: +10.00 Healing mod.: +5% Massive two-handed mauls. |
Glowknight (67.5-101.25 power, 4 apr) Glowknight (67.5-101.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +38 cold When wielded/worn: Changes stats: +10 Mag / +5 Wil / +6 Cun / +4 Con Changes resistances penetration: +15% arcane Changes damage: +9% light / +12% arcane Infravision radius: +3 Massive two-handed mauls. |
Shadowenvy the voratun greatmaul (64.5-96.75 power, 4 apr) Shadowenvy the voratun greatmaul (64.5-96.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * splashes the target with acid Damage (Melee): +28 acid / +8 darkness Burst (radius 1) on hit: +12 blight / +8 darkness / +16 lightning Burst (radius 2) on crit: +16 blight When wielded/worn: Changes resistances: +6% darkness / +6% blight Changes damage: +12% darkness / +9% lightning Massive two-handed mauls. |
voratun greatmaul 'Deepspulverizer' (66.5-99.75 power, 4 apr) voratun greatmaul 'Deepspulverizer' (66.5-99.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +21 Changes stats: +5 Dex / +3 Mag / +1 Con Changes resistances: +9% temporal Changes resistances penetration: +23% acid / +16% physical / +24% cold / +24% fire / +24% lightning Reduces incoming crit damage: 5.00% Infravision radius: +2 See invisible: +3 Massive two-handed mauls. |
Manuziladig the Demonwrest (60-96 power, 4 apr) Manuziladig the Demonwrest (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 blight / +28 temporal / +28 nature Burst (radius 1) on hit: +24 darkness When wielded/worn: Changes stats: +5 Str / +5 Mag Changes resistances: +9% darkness Changes resistances penetration: +20% mind Changes damage: +9% arcane Reduces incoming crit damage: 20.00% Psi when hit: +0.24 Mental crit. chance: +6% Infravision radius: +3 Damage Shield penetration: +70% Massive two-handed swords. |
Heatzephyr the dragonbone longbow Heatzephyr the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Burst (radius 2) on crit: +6 fire When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +23.0% Changes stats: +3 Mag / +9 Con Changes resistances: +3% mind Changes damage: +3% mind / +3% arcane Talent mastery: +0.30 Wild-gift / Fungus Spellpower: +2 (+1 eff.) Spell crit. chance: +2% It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 11 turns. Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Lightdare' dragonbone longbow 'Lightdare'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +6 fire Burst (radius 2) on crit: +12 acid When wielded/worn: Physical power: +23 (+4 eff.) Changes stats: +11 Str / +5 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +6% light Changes resistances penetration: +20% light / +20% fire Changes damage: +6% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. keeper's dragonbone longbow of true flightkeeper's dragonbone longbow of true flight Requires: - 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. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +18.0% Changes resistances penetration: +23% physical / +23% temporal Changes damage: +30% physical / +32% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Tarrodil the Bleakfiend (43.5-60.9 power, 6 apr) Tarrodil the Bleakfiend (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 62% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +30 cold Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +16 darkness / +20 mind When wielded/worn: Changes stats: +7 Wil Changes resistances: +7% arcane Changes resistances penetration: +10% mind / +15% arcane Changes damage: +33% darkness Mental save: +30 (+10 eff.) Equilibrium when hit: +0.12 Mindpower: +4 (+1 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of erosion (46.5-65.1 power, 6 apr)blazebringer's voratun mace of erosion (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature / +19 temporal Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +15% fire Global speed: +6% Blunt and deadly. |
Eilinuriama the Striketrencher (15.5-17.05 power, 42 apr, mind damage) Eilinuriama the Striketrencher (15.5-17.05 power, 42 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +42 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 lightning / +16 physical When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +4 Damage when hit (Melee): 20 fire Changes resistances: +9% mind / +13% fire Changes resistances penetration: +5% lightning / +20% fire / +7% mind Changes damage: +12% lightning / +20% fire / +10% mind Physical save: +3 (+1 eff.) Psi when hit: +2.50 Mindpower: +21 (+4 eff.) Mental crit. chance: +5% Global speed: +6% Damage Resonance (when hit): +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Betakira' (16-17.6 power, 40 apr, nature damage) living mindstar 'Betakira' (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Changes stats: +5 Str / +7 Mag / +5 Wil / +6 Con Changes resistances: +12% acid Changes damage: +15% mind Poison immunity: +25% Disarm immunity: +30% Confusion immunity: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +4 Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +39 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. |
living mindstar 'Xitta' (17-18.7 power, 50 apr, mind damage) living mindstar 'Xitta' (17-18.7 power, 50 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +50 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +24 acid When wielded/worn: Physical crit. chance: +8.0% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +6 Mag Changes resistances: +6% blight Changes resistances penetration: +15% mind Changes damage: +9% nature / +15% mind Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +36 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. |
Shimmerpython ShimmerpythonRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 52% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +6 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Changes stats: +7 Dex Changes resistances: +6% lightning / +9% temporal / +6% arcane Changes resistances penetration: +15% arcane / +15% lightning Changes damage: +9% temporal Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 103 power out of 191/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Duskwilter the dragonbone magestaff (30-36 power, 10 apr, arcane element) Duskwilter the dragonbone magestaff (30-36 power, 10 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 63% chance to inflict 15% damage reduction When wielded/worn: Armour: +12 Armour Hardiness: +12% Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Changes stats: +5 Str / +3 Con Changes resistances penetration: +10% darkness Changes damage: +12% lightning / +15% physical / +30% arcane Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Life regen: +1.00 Maximum life: +20.00 Maximum stamina: +15.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Mardirab' (30-36 power, 10 apr, darkness element) dragonbone starstaff 'Mardirab' (30-36 power, 10 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +10 (+2 eff.) Changes resistances: +6% arcane Changes damage: +30% darkness Talent granted: +1 Command Staff Mental save: +18 (+6 eff.) Disease immunity: +25% Silence immunity: +25% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Neruratira' (30-36 power, 6 apr, light element) dragonbone starstaff 'Neruratira' (30-36 power, 6 apr, light element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +15% fire / +15% mind / +12% light Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +30 (+8 eff.) Mental save: +6 (+2 eff.) Poison immunity: +15% Disease immunity: +25% Cut immunity: +10% Disarm immunity: +25% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of illumination (30-36 power, 6 apr, fire element)dragonbone vilestaff of illumination (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 16% chance to blind Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 109.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone starstaff (42-50.4 power, 6 apr, light element)potent dragonbone starstaff (42-50.4 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% light Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone magestaff of fate (30-36 power, 6 apr, fire element)shimmering dragonbone magestaff of fate (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +15 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +15 (+5 eff.) Mana each turn: +0.33 Maximum mana: +100.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff (30-36 power, 6 apr, arcane element)surging dragonbone magestaff (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 21 power out of 60/60) : Effective talent level: 2.0 Power cost: 21 out of 60/60. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 106.7 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Halytomnir the voratun waraxe (40-56 power, 6 apr) Halytomnir the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 64% chance to gain 10% of a turn (3/turn limit) * 60% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Effects on melee hit: * 48% chance to corrode armour by 30% Changes resistances: +21% acid / +6% temporal / +12% blight Changes resistances penetration: +30% acid / +15% blight Changes damage: +9% blight One-handed war axes. |
Korulekhad the voratun waraxe (39-54.6 power, 6 apr) Korulekhad the voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +20 nature / +17 temporal When wielded/worn: Changes stats: +5 Cun Changes damage: +15% blight Spell save: +12 (+3 eff.) Mental save: +40 (+12 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum hate: +14.00 Spellpower: +8 (+2 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of massacre (54-75.6 power, 6 apr)arcing voratun waraxe of massacre (54-75.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thunderous voratun waraxe of crippling (40-56 power, 6 apr)thunderous voratun waraxe of crippling (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning One-handed war axes. |
voratun waraxe 'Airpower' (39-54.6 power, 6 apr) voratun waraxe 'Airpower' (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% Damage (Melee): +12 acid Burst (radius 1) on hit: +12 lightning When wielded/worn: Effects on melee hit: * 39% chance to corrode armour by 30% Damage when hit (Melee): 16 lightning Changes resistances: +21% acid / +9% lightning Changes resistances penetration: +30% acid / +30% mind Changes damage: +15% lightning Life regen: +2.50 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. spiritwalker's drakeskin leather beltspiritwalker's drakeskin leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.60 Maximum mana: +60.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of Angolwen (5 def, 0 armour)verdant elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Mag / +6 Wil / +8 Con Changes damage: +20% nature Poison immunity: +49% Disease immunity: +39% Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcfoe (19 def, 15 armour) Arcfoe (19 def, 15 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +15 Defense: +19 (+5 eff.) Ranged Defense: +19 (+5 eff.) Fatigue: +4% Changes stats: +4 Str / +10 Con Changes damage: +12% lightning Life regen: +0.40 Maximum hate: +6.00 Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nuldassra (0 def, 5 armour) Ce'Nuldassra (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil Changes resistances: +9% nature Reduces incoming crit damage: 15.00% Spell save: +12 (+3 eff.) Poison immunity: +20% Silence immunity: +44% Confusion immunity: +50% Pinning immunity: +25% Stun/Freeze immunity: +47% Hate when firing a critical mind attack: +3.00 Light radius: +4 Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +20 A pair of boots made of leather. |
Tarrirach (0 def, 5 armour) Tarrirach (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +5 Fatigue: -3% Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +4 Mag Changes resistances: +3% physical Maximum encumbrance: +50 Physical save: +27 (+8 eff.) Mana when firing critical spell: +3.00 Maximum stamina: +25.00 Spell crit. chance: +4% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of uncanny dodging (10 def, 5 armour)insulating pair of voratun boots of uncanny dodging (10 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 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Changes resistances: +15% fire / +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of uncanny dodging (10 def, 5 armour)pair of voratun boots of uncanny dodging (10 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 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of invasion (0 def, 5 armour)scholar's pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +14% physical Spellpower: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of tirelessness (0 def, 5 armour)traveler's pair of voratun boots of tirelessness (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: -6% Maximum encumbrance: +50 Physical save: +15 (+5 eff.) Stamina each turn: +1.20 Maximum stamina: +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubuldamira the Chargebrand (0 def, 3 armour) Zubuldamira the Chargebrand (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when hit (Melee): 31 blight Changes stats: +4 Mag Changes resistances: +15% mind / +21% lightning Changes damage: +11% arcane / +21% lightning Maximum mana: +80.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 60% chance to daze at end of turn Damage (Melee): +17 arcane / +12 temporal Burst (radius 2) on crit: +14 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. sand voratun gauntlets of strength (+6) (0 def, 13 armour)sand voratun gauntlets of strength (+6) (0 def, 13 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Armour: +13 Damage (Melee): 15 physical Changes stats: +6 Str Changes damage: +11% physical When used to modify unarmed attacks: Base power: 41.5 - 58.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Halaradur (3 def, 0 armour) Halaradur (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Cun / +3 Str Changes resistances: +9% blight Changes resistances penetration: +30% blight / +35% physical Changes damage: +6% arcane Critical mult.: +19.00% Mental save: +24 (+8 eff.) Stun/Freeze immunity: +30% Maximum life: +40.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Lelyhell (1 def, 0 armour) Lelyhell (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex / +4 Con Psi each turn: +0.11 Maximum stamina: +10.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Scummark (3 def, 0 armour) Scummark (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +28% light Changes resistances penetration: +25% arcane / +30% nature Changes damage: +14% acid / +18% darkness / +19% light / +18% nature / +15% fire / +15% cold / +14% arcane / +15% lightning Spellpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Sparkqueen (0 def, 5 armour) Sparkqueen (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +14 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex Changes resistances: +3% physical / +7% arcane / +15% blight / +6% cold / +18% nature / +9% fire Changes damage: +12% lightning / +6% temporal Physical save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +15% 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. eldritch elven-silk wizard hat (3 def, 0 armour)eldritch elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +2.30 Mana when hit: +3.00 Maximum mana: +110.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 21 cooldown : Effective talent level: 1.0 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating voratun helm (0 def, 5 armour)insulating voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of might (0 def, 5 armour)thaloren drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Wil / +5 Con Changes resistances: +14% blight Mental save: +13 (+5 eff.) A cap made of leather. |
Pusvice the voratun mail armour (5 def, 10 armour) Pusvice the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +10 Wil Changes resistances: +9% acid / +10% physical / +9% nature Changes resistances penetration: +20% mind Changes damage: +33% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+7 eff.) Mental save: +27 (+9 eff.) Mindpower: +16 (+3 eff.) A suit of armour made of mail. |
Puresage (20 def, 18 armour) Puresage (20 def, 18 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 47% chance to corrode armour by 30% Changes stats: +4 Cun Changes resistances: +24% acid / +18% nature Changes resistances penetration: +15% acid / +39% temporal Changes damage: +15% nature / +9% temporal Mental save: +25 (+8 eff.) Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour (5 def, 8 armour)cleansing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +18% nature / +20% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour of cold resistance (5 def, 8 armour)troll-hide drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +30% cold Life regen: +14.00 Maximum life: +70.00 Healing mod.: +30% A suit of armour made of leather. |
Eclipsewilder (18 def, 20 armour) Eclipsewilder (18 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +20 Defense: +18 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +21% blight / +8% mind / +15% darkness Changes damage: +9% blight / +9% physical Critical mult.: +9.00% Physical save: +30 (+8 eff.) Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of the deep (9 def, 22 armour)enlightening voratun plate armour of the deep (9 def, 22 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +9 Cun / +9 Wil Changes resistances: +15% acid / +15% cold Allows you to breathe in: water Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of acid resistance (9 def, 16 armour)spiked voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes resistances: +30% acid A suit of armour made of metal plates. |
stralite plate armour 'Hettatomas' (7 def, 13 armour) stralite plate armour 'Hettatomas' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +4 Dex / +8 Wil / +8 Cun / +7 Con Changes resistances: +3% physical Mental save: +20 (+7 eff.) Only die when reaching: -80.00 life Maximum stamina: +15.00 A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
This item will automatically be transmogrified when you leave the level. cosmic voratun shield (12 def, 3 armour, 62.5-75 power, 190.5 block)cosmic voratun shield (12 def, 3 armour, 62.5-75 power, 190.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +190 Burst (radius 2) on crit: +33 light / +37 darkness When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +15% light / +15% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
voratun shield 'Dawnhunger' (12 def, 3 armour, 67.5-81 power, 189 block) voratun shield 'Dawnhunger' (12 def, 3 armour, 67.5-81 power, 189 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +189 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +40 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 80% chance to blind Changes stats: +12 Mag / +14 Con Changes resistances: +35% blight / +6% temporal / +40% light / +17% nature Changes damage: +6% blight / +6% temporal / +3% light Talent granted: +5 Block Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
voratun shield 'Falagrim' (12 def, 15 armour, 68.5-82.2 power, 295 block) voratun shield 'Falagrim' (12 def, 15 armour, 68.5-82.2 power, 295 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +295 On weapon hit: * 30 arcane resource burn * 52% chance to cause random gloom When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 26 mind Changes stats: +10 Cun Changes resistances: +12% blight / +9% cold / +9% darkness Talent granted: +5 Block Spell save: +30 (+6 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of radiance (12 def, 3 armour, 72-86.4 power, 194 block)voratun shield of radiance (12 def, 3 armour, 72-86.4 power, 194 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +194 Damage (Melee): +20 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +16% light Talent granted: +5 Block Handheld deflection devices. |
quiver of dragonbone arrows 'Gliwyn' (21/21, 53.5-74.9 power, 18 apr) quiver of dragonbone arrows 'Gliwyn' (21/21, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 Damage (Ranged): +89 insidious poison / +16 mind Burst (radius 1) on hit: +53 mind Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
691 alchemist agate 691 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. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz 14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 50, body) demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, finger) demon seed [champion of Urh'Rok] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand) demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, body) demon seed [daelach] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, finger) demon seed [daelach] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, mainhand) demon seed [daelach] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, offhand) demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (level 50, offhand) demon seed [dĂșathedlen] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, body) demon seed [forge-giant] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand) demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, offhand) demon seed [forge-giant] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, finger) demon seed [quasit] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand) demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand) demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 50, finger) demon seed [uruivellas] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, mainhand) demon seed [water imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, finger) demon seed [wretch titan] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Glarebutcher (dig speed 10 turns) Glarebutcher (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+2 eff.) Armour: +8 Fatigue: -10% Effects on melee hit: * Slows global speed by 39% Changes stats: +8 Str Changes resistances: +9% acid / +6% fire / +14% darkness Damage affinity(heal): +15% darkness Critical mult.: +20.00% Disease immunity: +20% Cut immunity: +10% Light radius: +3 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of delving (dig speed 23 turns)voratun pickaxe of delving (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel 14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 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. |
Xaniba the dwarven lantern Xaniba the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 26 arcane resource burn Changes stats: +5 Mag / +16 Wil / +5 Con Changes resistances: +12% acid / +12% temporal / +6% light Changes resistances penetration: +15% mind Critical mult.: +16.00% Spell save: +9 (+2 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Uluchik' dwarven lantern 'Uluchik'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Con Changes resistances: +26% blight / +3% cold / +6% temporal Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +11 (+3 eff.) Spell save: +45 (+9 eff.) Life regen: +13.00 Hate when firing a critical mind attack: +3.00 Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
40 alchemist bloodstone 40 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
32 bloodstone 32 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. |
29 fire opal 29 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. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) 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 104 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. arcing pouch of voratun shots (20/20, 54.5-65.4 power, 6 apr)arcing pouch of voratun shots (20/20, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +20 lightning Shots are used with slings to pummel your foes to death. |
Adoritha the Spiderspire [power 317] (4 cooldown) Adoritha the Spiderspire [power 317] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +14 Damage when hit (Melee): 12 nature Changes stats: +4 Wil Changes resistances: +3% physical Changes resistances penetration: +15% arcane / +30% temporal Spell save: +15 (+3 eff.) Stamina each turn: +0.40 Only die when reaching: -100.00 life Maximum stamina: +10.00 It can be used to fire a blast of psionic energies in a range 9 beam dealing 175.94 to 351.87 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Flarelore' [power 145] (11 cooldown) voratun torque of charged psionic shield 'Flarelore' [power 145] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +5% physical Changes resistances penetration: +10% fire Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Life regen: +0.20 Maximum life: +60.00 Healing mod.: +15% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 145 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Growthblast the dragonbone wand of clairvoyance [power 16] (4 cooldown) Growthblast the dragonbone wand of clairvoyance [power 16] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness / 16 nature Changes stats: +2 Dex Changes resistances: +15% darkness / +15% nature Changes resistances penetration: +20% nature Changes damage: +24% blight Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +40% It can be used to reveal the area around you, dispelling darkness (radius 16, power 86 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lavawrecker [power 125] (8 cooldown) Lavawrecker [power 125] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Effects on melee hit: * 26 arcane resource burn Damage when hit (Melee): 26 fire Changes resistances: +9% fire Changes resistances penetration: +30% physical Changes damage: +12% fire Spell save: +30 (+6 eff.) Maximum life: +30.00 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
38 diamond 38 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. |
42 moonstone 42 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 pearl 42 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. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Mahuleas the Cornac Demonologist level 44
53rd Regrowth 123rd year of Ascendancy at 02:43 see stats
By Mahuleas the Cornac Demonologist level 50
3rd Pyre 123rd year of Ascendancy at 23:25 see stats
By Mahuleas the Cornac Demonologist level 43
51st Regrowth 123rd year of Ascendancy at 10:53 see stats
By Mahuleas the Cornac Demonologist level 37
41st Regrowth 123rd year of Ascendancy at 09:21 see stats
By Mahuleas the Cornac Demonologist level 47
65th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Mahuleas the Cornac Demonologist level 50
5th Pyre 123rd year of Ascendancy at 08:45 see stats
By Mahuleas the Cornac Demonologist level 50
46th Haze 123rd year of Ascendancy at 17:07 see stats
By Mahuleas the Cornac Demonologist level 50
71st Haze 123rd year of Ascendancy at 04:16 see stats
By Mahuleas the Cornac Demonologist level 40
46th Regrowth 123rd year of Ascendancy at 23:32 see stats
By Mahuleas the Cornac Demonologist level 46
63rd Regrowth 123rd year of Ascendancy at 00:49 see stats
By Mahuleas the Cornac Demonologist level 44
57th Regrowth 123rd year of Ascendancy at 14:16 see stats
By Mahuleas the Cornac Demonologist level 50
6th Flare 123rd year of Ascendancy at 17:36 see stats
By Mahuleas the Cornac Demonologist level 34
21st Regrowth 123rd year of Ascendancy at 06:55 see stats
By Mahuleas the Cornac Demonologist level 45
59th Regrowth 123rd year of Ascendancy at 12:30 see stats
By Mahuleas the Cornac Demonologist level 49
3rd Pyre 123rd year of Ascendancy at 18:35 see stats
By Mahuleas the Cornac Demonologist level 50
4th Allure 124th year of Ascendancy at 21:02 see stats
By Mahuleas the Cornac Demonologist level 19
31st Dusk 122nd year of Ascendancy at 18:18 see stats
By Mahuleas the Cornac Demonologist level 21
41st Dusk 122nd year of Ascendancy at 14:10 see stats
By Mahuleas the Cornac Demonologist level 34
21st Regrowth 123rd year of Ascendancy at 06:55 see stats
By Mahuleas the Cornac Demonologist level 37
41st Regrowth 123rd year of Ascendancy at 08:41 see stats
By Mahuleas the Cornac Demonologist level 50
79th Haze 123rd year of Ascendancy at 19:01 see stats
By Mahuleas the Cornac Demonologist level 48
70th Regrowth 123rd year of Ascendancy at 04:28 see stats
By Mahuleas the Cornac Demonologist level 50
34th Dusk 123rd year of Ascendancy at 10:41 see stats
By Mahuleas the Cornac Demonologist level 6
76th Pyre 122nd year of Ascendancy at 16:24 see stats
By Mahuleas the Cornac Demonologist level 15
1st Flare 122nd year of Ascendancy at 17:11 see stats
By Mahuleas the Cornac Demonologist level 50
5th Pyre 123rd year of Ascendancy at 09:35 see stats
By Mahuleas the Cornac Demonologist level 32
23rd Haze 122nd year of Ascendancy at 09:45 see stats
By Mahuleas the Cornac Demonologist level 10
5th Mirth 122nd year of Ascendancy at 08:07 see stats
By Mahuleas the Cornac Demonologist level 20
34th Dusk 122nd year of Ascendancy at 12:25 see stats
By Mahuleas the Cornac Demonologist level 30
10th Haze 122nd year of Ascendancy at 21:54 see stats
By Mahuleas the Cornac Demonologist level 40
46th Regrowth 123rd year of Ascendancy at 23:31 see stats
By Mahuleas the Cornac Demonologist level 50
3rd Pyre 123rd year of Ascendancy at 19:44 see stats
By Mahuleas the Cornac Demonologist level 35
24th Regrowth 123rd year of Ascendancy at 22:09 see stats
By Mahuleas the Cornac Demonologist level 21
35th Dusk 122nd year of Ascendancy at 22:08 see stats
By Mahuleas the Cornac Demonologist level 31
16th Haze 122nd year of Ascendancy at 15:16 see stats
By Mahuleas the Cornac Demonologist level 50
79th Pyre 123rd year of Ascendancy at 05:32 see stats
By Mahuleas the Cornac Demonologist level 50
67th Haze 123rd year of Ascendancy at 23:00 see stats
By Mahuleas the Cornac Demonologist level 50
3rd Dusk 123rd year of Ascendancy at 11:36 see stats
By Mahuleas the Cornac Demonologist level 25
60th Dusk 122nd year of Ascendancy at 19:52 see stats
By Mahuleas the Cornac Demonologist level 46
64th Regrowth 123rd year of Ascendancy at 05:05 see stats
By Mahuleas the Cornac Demonologist level 30
11st Haze 122nd year of Ascendancy at 12:54 see stats
By Mahuleas the Cornac Demonologist level 45
59th Regrowth 123rd year of Ascendancy at 13:26 see stats
By Mahuleas the Cornac Demonologist level 50
4th Allure 124th year of Ascendancy at 21:01 see stats
By Mahuleas the Cornac Demonologist level 15
1st Flare 122nd year of Ascendancy at 15:06 see stats
By Mahuleas the Cornac Demonologist level 50
53rd Pyre 123rd year of Ascendancy at 22:21 see stats
By Mahuleas the Cornac Demonologist level 49
3rd Pyre 123rd year of Ascendancy at 02:10 see stats
By Mahuleas the Cornac Demonologist level 21
41st Dusk 122nd year of Ascendancy at 03:48 see stats
By Mahuleas the Cornac Demonologist level 37
41st Regrowth 123rd year of Ascendancy at 19:46 see stats
By Mahuleas the Cornac Demonologist level 50
47th Dusk 123rd year of Ascendancy at 16:50 see stats
By Mahuleas the Cornac Demonologist level 30
13rd Haze 122nd year of Ascendancy at 10:08 see stats
By Mahuleas the Cornac Demonologist level 17
21st Dusk 122nd year of Ascendancy at 11:23 see stats
By Mahuleas the Cornac Demonologist level 17
21st Dusk 122nd year of Ascendancy at 11:23 see stats
By Mahuleas the Cornac Demonologist level 50
1st Decay 123rd year of Ascendancy at 03:34 see stats
By Mahuleas the Cornac Demonologist level 43
50th Regrowth 123rd year of Ascendancy at 22:37 see stats
By Mahuleas the Cornac Demonologist level 38
46th Regrowth 123rd year of Ascendancy at 01:16 see stats
Log
Mahuleas deactivates Blood Vengeance.
Mahuleas deactivates Willful Tormenter.
Mahuleas deactivates Hardened Core.
Mahuleas deactivates Elemental Harmony.
Mahuleas deactivates Chant of Resistance.
Mahuleas deactivates Precise Strikes.
Mahuleas deactivates Range Amplification Device.
Mahuleas deactivates Shattered Mind.
Mahuleas deactivates Flame of Urh'Rok.
Mahuleas deactivates Bleak Outcome.
Mahuleas deactivates Roll With It.
Mahuleas deactivates Overkill.