Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.4.8Donators/Buyers bonus! Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 680 / 97% |
Size | big |
Lifes / Deaths | Killed by ID Madness Rogue 2 at level 564 on the 61st Dusk 122nd year of Ascendancy at 18:40 / 1 |
Primary Stats
Strength | 740 (base 100) |
Dexterity | 728 (base 100) |
Constitution | 682 (base 100) |
Magic | 671 (base 100) |
Willpower | 662 (base 100) |
Cunning | 668 (base 100) |
Resources
Life | 125146/125146 |
Stamina | 2415/2415 |
Vim | 2324/2766 |
Healing Factor | 1.3 |
Regeneration | 91.841109084423 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +140% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 26 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | humanoid/orc, dragon, demon/major, demon/minor |
Offense: Barehand
Damage | 831 |
Accuracy | 260 |
Crit Chance | 250% |
APR | 27 |
Speed | 0.91 |
Offense: Spell
Spellpower | 154 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 201 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +100% |
Defense: Base
Armour (hardiness) | 529.4 (100%) |
Defense | 100 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 173 |
Spell Save | 249 |
Mental Save | 130 |
Defense: Resistances
All | +122%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Silence Resistance | 48% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 48% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 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: 10 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Class Talents
Corruption / Bone | 1.40 |
| 67/5 |
| 67/5 |
| 67/5 |
| 67/5 |
Technique / Combat veteran | 1.60 |
| 67/5 |
| 67/5 |
| 67/5 |
| 67/5 |
Technique / Shield offense | 1.60 |
| 67/5 |
| 67/5 |
| 67/5 |
| 67/5 |
Technique / Shield defense | 1.60 |
| 67/5 |
| 67/5 |
| 67/5 |
| 0/5 |
Technique / Combat techniques | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 58/5 |
| 58/5 |
| 58/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 67/5 |
| 30/5 |
| 67/5 |
| 67/5 |
| 65/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 0.70 |
| 67/5 |
| 67/5 |
| 15/5 |
| 12/5 |
Technique / Conditioning | 1.30 |
| 65/5 |
| 65/5 |
| 65/5 |
| 0/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Bone Shield |
Quests
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Oozepunish (0 def, 5 armour) Oozepunish (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 60% Changes stats: +10 Str / +10 Con Changes resistances: +15% lightning / +15% temporal / +6% light Changes resistances penetration: +5% light / +5% fire Changes damage: +9% nature / +18% fire / +9% light / +10% physical Silence immunity: +38% Confusion immunity: +50% Stun/Freeze immunity: +50% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
On hands | Blazebrawn (0 def, 3 armour) Blazebrawn (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Changes stats: +6 Str / +4 Dex / +2 Wil / +5 Cun / +7 Con Changes resistances: +10% cold Changes resistances penetration: +5% light Changes damage: +11% cold Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Double Strike (-1 turn) Physical save: +40 (+4 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +48% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +29 physical Burst (radius 2) on crit: +13 ice / +8 light / +4 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 4 cooldown : Effective talent level: 4.8 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Flamepain (0 def, 5 armour) Flamepain (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 nature / 10 physical Changes stats: +9 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +9% fire Changes resistances penetration: +10% blight / +5% fire Changes damage: +9% fire Critical mult.: +20.00% Spell save: +30 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to activate talent Skullcracker, placing all other charms into a 3 cooldown : Effective talent level: 3.9 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 16250.9 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Brightspike the voratun pickaxe (dig speed 11 turns) Brightspike the voratun pickaxe (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Str / +6 Mag / +1 Con Changes resistances: +9% light Changes resistances penetration: +25% light Changes damage: +3% fire Maximum life: +36.00 Maximum mana: +60.00 Maximum stamina: +28.00 Spell crit. chance: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Lustrewake' steel ring 'Lustrewake'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +7 Cun Changes resistances: +6% light Changes damage: +9% light Spell save: +8 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | voratun amulet 'Arcream' voratun amulet 'Arcream'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 nature / 16 lightning Changes stats: +3 Str / +14 Con Changes resistances: +5% arcane / +15% cold Changes damage: +10% physical Grants telepathy: Humanoid/Orc Spell save: +30 (+2 eff.) Blindness immunity: +40% Infravision radius: +8 Sight radius: +2 See invisible: +14 Combat speed: +10% Amulets can have magical properties. |
Main armor | Glarelady (9 def, 33 armour) Glarelady (9 def, 33 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +33 Defense: +9 (+1 eff.) Fatigue: +16% Changes resistances: +42% acid / +13% physical / +3% light / +14% lightning / +7% arcane / +13% cold / +12% nature / +12% fire Changes resistances penetration: +10% light Changes damage: +9% physical Physical save: +15 (+1 eff.) A suit of armour made of metal plates. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 380, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 113). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1388.90 darkness damage (based on Mindpower and charge), costing 2 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around waist | Mayura MayuraPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +8 Mag / +6 Wil Changes resistances: +3% mind / +12% fire Grants telepathy: Dragon Critical mult.: +15.00% Physical save: +6 (+0 eff.) Spell save: +30 (+2 eff.) Disease immunity: +5% Silence immunity: +10% Life regen: +3.60 Spell crit. chance: +6% Healing mod.: +30% A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 78%; cure magical, physical, mental) Primal Infusion (affinity 78%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 78% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 3455 for 5 turns) Rune of Reflection (absorb and reflect 3455 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 3455 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
ash longbow 'Magmawill' ash longbow 'Magmawill'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 lightning / +5 fire When wielded/worn: Accuracy: +5 (+0 eff.) Changes resistances penetration: +10% mind Changes damage: +10% lightning / +11% fire / +6% mind Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Bleaktrencher the voratun longsword (55-77 power, 6 apr) Bleaktrencher the voratun longsword (55-77 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * disrupts spell-casting * leeches stamina from the target Damage against: +27% Unnatural When wielded/worn: Damage when hit (Melee): 19 nature slow Changes stats: +1 Str / +1 Con Changes resistances: +3% cold Changes resistances penetration: +20% darkness Grants telepathy: Dragon Physical save: +6 (+0 eff.) Cut immunity: +10% Sharp, long, and deadly. |
Heatkin (45-63 power, 5 apr) Heatkin (45-63 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +17 acid / +14 blight Burst (radius 1) on hit: +4 fire When wielded/worn: Changes resistances: +3% acid / +12% fire Changes resistances penetration: +5% acid Sharp, long, and deadly. |
Starradiance the voratun longsword (57-79.8 power, 6 apr) Starradiance the voratun longsword (57-79.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 55% chance to disease Damage (Melee): +15 temporal / +20 nature Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +7 Con Changes resistances penetration: +10% temporal / +10% light / +14% physical Changes damage: +3% temporal Disarm immunity: +34% Sharp, long, and deadly. |
Zubygalaith (33.5-46.9 power, 4 apr) Zubygalaith (33.5-46.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 33.5 - 46.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +4 Mag / +3 Wil Spell save: +12 (+1 eff.) Spellpower: +9 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Galereign (27.5-38.5 power, 4 apr) Galereign (27.5-38.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +6 darkness / +5 lightning Damage against: +5% Living When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +10% lightning Changes damage: +3% arcane Blunt and deadly. |
Splendourgore (63-88.2 power, 6 apr) Splendourgore (63-88.2 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 63.0 - 88.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +20 nature When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +3% acid / +6% temporal / +6% light / +6% nature / +6% arcane / +3% lightning Changes damage: +6% light Reduces incoming crit damage: 5.00% Blunt and deadly. |
Torodig (56-78.4 power, 6 apr) Torodig (56-78.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 56.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +21 ice When wielded/worn: Physical crit. chance: +9.0% Armour: +12 Damage when hit (Melee): 4 mind Changes stats: +3 Mag Changes resistances penetration: +5% arcane / +13% cold Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Blunt and deadly. |
inquisitor's voratun mace of ruin (48-67.2 power, 6 apr) inquisitor's voratun mace of ruin (48-67.2 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 22 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Critical mult.: +15.00% Blunt and deadly. |
Erelysus the Starpanic Erelysus the StarpanicPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +18 Defense: +22 (+4 eff.) Ranged Defense: +8 (+1 eff.) Effects on melee hit: * 45% chance to blind Changes stats: +11 Mag / +5 Wil Changes resistances: +3% acid / +6% cold Changes resistances penetration: +5% light / +10% temporal Changes damage: +6% fire Physical save: +25 (+2 eff.) Cut immunity: +25% Mana each turn: +0.60 Only die when reaching: -60.00 life Maximum mana: +52.00 Spell crit. chance: +6% A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Singewind SingewindCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +1 Str / +5 Wil / +3 Con Changes resistances: +6% darkness / +9% cold Reduced damage from: +45% Summoned Grants telepathy: Dragon Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +0.60 Maximum life: +108.00 See invisible: +3 Size category: +1 A belt that goes around your waist. |
murderer's elven-silk cloak of sorcery (3 def, 0 armour) murderer's elven-silk cloak of sorcery (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +9 Defense: +3 (+0 eff.) Changes stats: +4 Dex / +4 Mag / +3 Wil / +5 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerswift the pair of drakeskin leather boots (0 def, 5 armour) Glimmerswift the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes resistances: +30% temporal / +30% darkness / +15% fire / +5% arcane / +14% cold Changes resistances penetration: +17% temporal / +15% light / +20% darkness / +15% mind / +15% arcane / +14% physical Changes damage: +9% nature Light radius: +5 Defense after a teleport: +30 Resist all after a teleport: +16% New effects duration reduction after a teleport: +28% A pair of boots made of leather. |
pair of hardened leather boots 'Bethobeth' (0 def, 3 armour) pair of hardened leather boots 'Bethobeth' (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +7 Wil Changes resistances penetration: +10% temporal Physical save: +19 (+2 eff.) Spell save: +18 (+1 eff.) Mental save: +32 (+5 eff.) Mana each turn: +0.30 Maximum mana: +38.00 Spell crit. chance: +3% Mindpower: +2 (+0 eff.) A pair of boots made of leather. |
restorative pair of voratun boots of evasion (21 def, 5 armour) restorative pair of voratun boots of evasion (21 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Fatigue: +4% Life regen: +3.20 Healing mod.: +10% It can be used to activate talent Evasion, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 47% chance to completely evade them and granting you 200 defense for 25 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots of uncanny dodging (9 def, 5 armour) traveler's pair of voratun boots of uncanny dodging (9 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -6% Maximum encumbrance: +39 Physical save: +10 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of evasion (24 def, 5 armour) wanderer's pair of drakeskin leather boots of evasion (24 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+4 eff.) Fatigue: +5% Changes stats: +6 Cun / +5 Con Physical save: +21 (+2 eff.) Mental save: +25 (+4 eff.) It can be used to activate talent Evasion, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 47% chance to completely evade them and granting you 161 defense for 25 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
alchemist's voratun gauntlets (0 def, 3 armour) alchemist's voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 4 acid / 9 fire / 6 cold / 7 lightning Changes stats: +4 Mag / +4 Wil When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% Damage (Melee): +12 ice / +22 fire / +21 acid / +21 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of strength (+5) (0 def, 3 armour) restful voratun gauntlets of strength (+5) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +16 (+1 eff.) Armour: +3 Changes stats: +5 Str Life regen: +1.10 Stamina each turn: +1.70 Maximum stamina: +25.00 When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
scouring drakeskin leather gloves of the verdant (0 def, 3 armour) scouring drakeskin leather gloves of the verdant (0 def, 3 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 27% chance to reduce powers by 20% * 26 arcane resource burn Changes resistances: +11% blight / +6% darkness / +12% arcane Damage affinity(heal): +13% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +33 (+2 eff.) When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 25% chance to reduce powers by 20% * 24 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal voratun gauntlets of dexterity (+3) (0 def, 3 armour) temporal voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Armour: +3 Damage (Melee): 9 temporal Damage (Ranged): 19 temporal Changes stats: +3 Dex Changes resistances: +13% temporal Changes damage: +7% temporal When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% On weapon hit: * 9% chance to gain 10% of a turn Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Shimmergrit the voratun mail armour (5 def, 36 armour) Shimmergrit the voratun mail armour (5 def, 36 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +36 Defense: +5 (+1 eff.) Fatigue: -4% Effects on melee hit: * 68% chance to corrode armour Changes resistances: +30% acid / +15% cold / +18% mind / +6% lightning Changes resistances penetration: +20% nature Changes damage: +6% mind Allows you to breathe in: water Physical save: +30 (+3 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
cured leather armour 'Glildaba' (2 def, 12 armour) cured leather armour 'Glildaba' (2 def, 12 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% acid / +22% cold / +11% fire / +11% physical Allows you to breathe in: water Mental save: +12 (+2 eff.) Maximum psi: +10.00 Mental crit. chance: +1% A suit of armour made of leather. |
tempestuous drakeskin leather armour of Eyal (15 def, 8 armour) tempestuous drakeskin leather armour of Eyal (15 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 9 lightning Changes resistances: +21% lightning / +18% cold Life regen: +2.70 Maximum life: +61.00 Healing mod.: +25% A suit of armour made of leather. |
Arorita the dwarven-steel plate armour (10 def, 22 armour) Arorita the dwarven-steel plate armour (10 def, 22 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +10 (+2 eff.) Fatigue: +18% Changes stats: +1 Cun / +2 Wil Changes resistances: +20% lightning Physical save: +9 (+1 eff.) Mental save: +13 (+2 eff.) Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +2 (+0 eff.) A suit of armour made of metal plates. |
Pitchwyrd the voratun plate armour (21 def, 25 armour) Pitchwyrd the voratun plate armour (21 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +21 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 acid Changes stats: +6 Str / +5 Cun / +6 Con Changes resistances: +9% acid / +10% arcane / +12% darkness Changes damage: +15% darkness Spell save: +25 (+2 eff.) Mental save: +25 (+4 eff.) Maximum life: +100.00 A suit of armour made of metal plates. |
voratun plate armour 'Ivara' (9 def, 36 armour) voratun plate armour 'Ivara' (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+1 eff.) Fatigue: +6% Changes resistances: +6% blight / +12% physical / +6% mind Reduces incoming crit damage: 15.00% Physical save: +52 (+5 eff.) Poison immunity: +15% Disarm immunity: +30% Knockback immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
voratun plate armour 'Oluntir' (23 def, 35 armour) voratun plate armour 'Oluntir' (23 def, 35 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +8.0% Armour: +35 Defense: +23 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 8 physical Changes stats: +6 Cun / +2 Str Changes resistances: +13% acid / +13% physical / +13% lightning / +17% blight / +13% fire / +16% nature / +13% cold Reduced damage from: +14% Unnatural Mental save: +16 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +15.00 A suit of armour made of metal plates. |
voratun plate armour of Eyal (9 def, 16 armour) voratun plate armour of Eyal (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Life regen: +3.20 Maximum life: +75.00 Healing mod.: +21% A suit of armour made of metal plates. |
voratun plate armour of the deep (9 def, 19 armour) voratun plate armour of the deep (9 def, 19 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +19 Defense: +9 (+1 eff.) Fatigue: +26% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
deflecting voratun shield of patience (23 def, 3 armour, 66.5-79.8 power, 196 block) deflecting voratun shield of patience (23 def, 3 armour, 66.5-79.8 power, 196 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 Damage (Melee): +12 temporal When wielded/worn: Armour: +3 Defense: +23 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 14 temporal Changes resistances: +11% temporal Talent granted: +5 Block Deflect projectiles away: +12% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (571) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 20.5 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Runuhell the Lavajeer (24/24, 53.5-74.9 power, 18 apr) Runuhell the Lavajeer (24/24, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 24 On weapon crit: * cripple the target Damage (Ranged): +45 darkness / +8 fire Burst (radius 1) on hit: +16 darkness / +8 fire Burst (radius 2) on crit: +4 fire Damage against: +16% Living Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
953 alchemist agate 953 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. |
10 onyx 10 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. |
16 lapis lazuli 16 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal 18 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. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodhexed voratun pickaxe (dig speed 18 turns) bloodhexed voratun pickaxe (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +9 Str / +6 Wil Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
7 jade 7 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise 15 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (380 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 8 (based on Magic) detrimental mental effects, costing 5 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 2 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
23 bloodstone 23 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. |
8 fire opal 8 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. |
14 garnet 14 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. |
12 ruby 12 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. |
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. |
26 amethyst 26 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 4 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. |
19 diamond 19 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. |
14 moonstone 14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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. |
17 quartz 17 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. |
12 amber 12 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. |
13 ametrine 13 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. |
16 citrine 16 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. |
11 zircon 11 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. |
Achievements
By ID Madness Rogue 2 the Homosuperior Bulwark level 345
3rd Flare 122nd year of Ascendancy at 17:13 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 238
8th Mirth 122nd year of Ascendancy at 09:46 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 399
3rd Dusk 122nd year of Ascendancy at 18:45 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 262
10th Mirth 122nd year of Ascendancy at 21:25 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 319
3rd Summertide 122nd year of Ascendancy at 02:21 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 345
3rd Flare 122nd year of Ascendancy at 17:13 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 148
2nd Mirth 122nd year of Ascendancy at 11:01 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 484
31st Dusk 122nd year of Ascendancy at 15:45 see stats
By ID Madness Rogue 2 the Skeleton Bulwark level 587
72nd Dusk 122nd year of Ascendancy at 03:41 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 245
9th Mirth 122nd year of Ascendancy at 07:13 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 291
1st Summertide 122nd year of Ascendancy at 17:09 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 317
3rd Summertide 122nd year of Ascendancy at 00:16 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 352
4th Flare 122nd year of Ascendancy at 15:14 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 391
1st Dusk 122nd year of Ascendancy at 18:35 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 416
7th Dusk 122nd year of Ascendancy at 13:11 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 436
13rd Dusk 122nd year of Ascendancy at 19:05 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 459
21st Dusk 122nd year of Ascendancy at 09:40 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 10
78th Pyre 122nd year of Ascendancy at 20:48 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 20
78th Pyre 122nd year of Ascendancy at 20:48 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 30
78th Pyre 122nd year of Ascendancy at 21:01 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 40
78th Pyre 122nd year of Ascendancy at 21:09 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 50
78th Pyre 122nd year of Ascendancy at 21:19 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 144
2nd Mirth 122nd year of Ascendancy at 03:22 see stats
By ID Madness Rogue 2 the Skeleton Bulwark level 625
18th Haze 122nd year of Ascendancy at 22:18 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 3
74th Pyre 122nd year of Ascendancy at 17:14 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:11 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 48
78th Pyre 122nd year of Ascendancy at 21:19 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 297
2nd Summertide 122nd year of Ascendancy at 00:55 see stats
By ID Madness Rogue 2 the Homosuperior Bulwark level 173
3rd Mirth 122nd year of Ascendancy at 21:19 see stats
Log
You gain 8.06 gold from the transmogrification of spiked drakeskin leather armour of delving (5 def, 8 armour).
You gain 1.87 gold from the transmogrification of prismatic hardened leather armour of cold resistance (3 def, 6 armour).
You gain 6.35 gold from the transmogrification of aetheric hardened leather armour of fire resistance (3 def, 6 armour).
You gain 2.31 gold from the transmogrification of prismatic dwarven-steel mail armour of temporal resistance (3 def, 8 armour).
You gain 5.71 gold from the transmogrification of hardened iron mail armour of implacability (2 def, 16 armour).
You gain 3.30 gold from the transmogrification of elven-silk wizard hat of knowledge (3 def, 0 armour).
You gain 25.00 gold from the transmogrification of voratun gauntlets 'Sewerwilder' (0 def, 3 armour).
You gain 5.63 gold from the transmogrification of iron gauntlets of the starseeker (0 def, 1 armour).
You gain 19.02 gold from the transmogrification of blood-soaked pair of drakeskin leather boots of void walking (0 def, 5 armour).
You gain 9.82 gold from the transmogrification of dispeller's cashmere robe of Linaniil (2 def, 0 armour).
You gain 7.54 gold from the transmogrification of wyrmwaxed elven-silk cloak of the guardian (17 def, 10 armour).
You gain 5.32 gold from the transmogrification of stralite waraxe of rage (29.5-41.3 power, 5 apr).
You gain 10.69 gold from the transmogrification of gunslinger's iron steamgun of recursion.
You gain 25.00 gold from the transmogrification of dragonbone vilestaff 'Jetwarden' (30-36 power, 6 apr, blight element).
You gain 8.75 gold from the transmogrification of epiphanous living mindstar of sand (16-17.6 power, 40 apr, mind damage).
You gain 6.53 gold from the transmogrification of caller's thorny mindstar of the jelly (10-11 power, 24 apr, mind damage).
You gain 25.00 gold from the transmogrification of voratun longsword 'Pitchsin' (40.5-56.7 power, 6 apr).
You gain 11.15 gold from the transmogrification of thought-forged voratun longsword of evisceration (42-58.8 power, 6 apr).
You gain 7.56 gold from the transmogrification of insidious stralite greatmaul of crippling (56.5-84.75 power, 3 apr).
You gain 11.10 gold from the transmogrification of warbringer's voratun dagger of shearing (38.5-50.05 power, 9 apr).
You gain 5.13 gold from the transmogrification of quick iron dagger of shearing (9.5-12.35 power, 5 apr).
You gain 5.20 gold from the transmogrification of quick iron battleaxe of torment (16-24 power, 1 apr).
You gain 14.88 gold from the transmogrification of plaguebringer's voratun battleaxe of evisceration (55-82.5 power, 4 apr).
You gain 4.54 gold from the transmogrification of insidious iron battleaxe of disruption (14-21 power, 1 apr).
You gain 6.13 gold from the transmogrification of treant's steel ring of pilfering.
You gain 7.37 gold from the transmogrification of cleansing steel amulet of murder.
You gain 1.00 gold from the transmogrification of wild infusion (resist 30%; cure magical).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
ID Madness Rogue 2 deactivates Bone Shield.
ID Madness Rogue 2 deactivates Daunting Presence.