
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 50 / 59% |
| Size | huge |
| Lifes / Deaths | Killed by Xanarama the ultimate shivgoroth at level 13 on the 22nd Dusk 122nd year of Ascendancy at 12:44 2 / 5Killed by Yvyna the corrupted acidic digestor at level 33 on the 39th Regrowth 123rd year of Ascendancy at 18:44 Killed by Eilinuba the bandit at level 34 on the 58th Regrowth 123rd year of Ascendancy at 00:06 Killed by Eilinariathra the patchwork troll at level 38 on the 69th Pyre 123rd year of Ascendancy at 13:59 Killed by Belskell at level 49 on the 5th Haze 123rd year of Ascendancy at 23:39 |
Primary Stats
| Strength | 147 (base 40) |
| Dexterity | 36 (base 10) |
| Constitution | 90 (base 60) |
| Magic | 96 (base 60) |
| Willpower | 38 (base 10) |
| Cunning | 67 (base 56) |
Resources
| Life | 1920/1920 |
| Positive | 104/107 |
| Stamina | 356/356 |
| Healing Factor | 1.4615384615386 |
| Regeneration | 16.650246586169 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 48 |
| Crit Chance | 63% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +18% |
| Arcane | +23% |
| Cold | +25% |
| All | 0% |
| Lightning | +5% |
| Light | +42% |
| Mind | +6% |
| Darkness | +20% |
| Fire | +35% |
| Nature | +18% |
Offense: Damage Penetration
| Acid | +25% |
| Light | +10% |
| Physical | +15% |
| Arcane | +45% |
| Mind | +30% |
| Fire | +20% |
Defense: Base
| Armour (hardiness) | 69 (60%) |
| Defense | 31 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 82 |
| Spell Save | 58 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | -5%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 29%( 70%) |
| Nature | -20%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 27% |
| Bleed Resistance | 100% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 488.64 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 580 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 361.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 80 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 354.24 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 64 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| talent | Retribution |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 failed to protect the injured seer from death by Xanimille the orc soldier. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by dolleg. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by radiant horror. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2012. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have 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 within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Husakan the Kindleslicer (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Damage when hit (Melee): 16 fire Changes stats: +4 Str / +4 Wil / +6 Cun / +5 Con Changes resistances: +12% fire Changes resistances penetration: +20% fire / +10% physical Changes damage: +12% acid Reduces incoming crit damage: 10.00% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
| Light source | Blindvile the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +18 (+3 eff.) Fatigue: -2% Changes stats: +2 Str / +11 Wil / +1 Con Grants telepathy: Dragon Critical mult.: +29.00% Maximum life: +72.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Jetblow' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to inflict 15% damage reduction Damage when hit (Melee): 4 blight / 10 physical / 4 darkness Changes stats: +11 Str / +8 Mag / +8 Wil / +6 Con Changes resistances: +9% blight / +9% darkness Changes resistances penetration: +10% mind Changes damage: +12% blight / +20% arcane / +6% mind Physical save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Spell crit. chance: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1259.2 Physical damage. If the attack hits, the target is confused (38% 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. |
| On hands | Emelukira the Kindlespitter (0 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +3 Wil Changes resistances: +12% light Changes resistances penetration: +10% arcane Changes damage: +12% light Mental save: +11 (+4 eff.) Life regen: +4.00 Stamina each turn: +1.70 Mana each turn: +0.29 Mana when firing critical spell: +2.00 Maximum life: +80.00 Maximum stamina: +39.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Polidatira [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +2 Mag Maximum wards: +2 physical / +2 mind / +2 darkness Changes resistances penetration: +10% arcane Talent granted: +1 Ward Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Notha the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +25% arcane / +5% physical Critical mult.: +10.00% Disarm immunity: +27% Pinning immunity: +26% Knockback immunity: +28% Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +28.00 Maximum vim: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
| On fingers | CuthogarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 arcane Changes resistances: +6% acid Changes resistances penetration: +15% acid Spell save: +30 (+8 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 Mana each turn: +0.12 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +10% Rings can have magical properties. |
| Around neck | Bethysevena the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +4 Con / +11 Mag Changes damage: +6% acid / +5% fire / +5% cold / +5% lightning Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
| In main hand | Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 59.04 arcane and 57.60 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% It can be used to activate talent Command Staff (costing 5 power out of 5/5) : Effective talent level: 3.0 Power cost: 5 out of 5/5. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Alter the flow of energies through a staff. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| Around waist | MorningprideInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 light Changes stats: +6 Str / +5 Con Changes resistances: +3% acid / +6% light Changes resistances penetration: +10% acid / +10% light Physical save: +12 (+2 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
| In off hand | voratun shield 'Viletouch' (12 def, 3 armour, 75.5-90.6 power, 208 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +208 On weapon hit: * Slows global speed by 40% On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 32 fire Changes stats: +5 Str Changes resistances: +6% blight / +17% fire / +18% mind Changes damage: +18% nature / +6% blight Talent granted: +5 Block Handheld deflection devices. |
| Cloak | Turydugund (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +9 Str / +2 Wil / +9 Con Changes resistances penetration: +20% mind Changes damage: +3% arcane Critical mult.: +5.00% Physical save: +28 (+6 eff.) Mental save: +14 (+5 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+9 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) It can be used to turn yourself invisible (power 37, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; 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: 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 50.13 physical damage and 118.31 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heroism infusion of the duelist (+12 for 13 turns, die at -683) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 13 turns. While Heroism is active, you will only die when reaching -683 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the warrior (heal 809 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 809 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the wizard (heal 653 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 653 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.heat beam rune of the duelist (279 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 279.30 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 21 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 21) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (624 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 208.11 to 624.33 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune of the duelist (range 10; power 31; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune of the titan (range 15; power 59; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 59%, your defense is increased by 59 and all your resistances by 59%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 798 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 798 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Glownaught the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to blind Changes stats: +8 Dex / +8 Cun / +8 Con Changes resistances: +20% light / +5% arcane Changes resistances penetration: +25% light / +25% arcane Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Spiderswift the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +12% acid Changes resistances penetration: +25% nature Changes damage: +12% nature / +9% physical Combat speed: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level.Adomina the stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 12 arcane Changes stats: +7 Cun Changes resistances: +6% temporal Changes damage: +6% arcane Physical save: +42 (+8 eff.) Maximum mana: +100.00 Spellpower: +8 (+2 eff.) Damage Shield penetration: +40% Rings can have magical properties. |
Baloruiblek the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Physical power: +13 (+2 eff.) Effects on melee hit: * 18% chance to blind Damage (Melee): 44 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 36 light Changes stats: +2 Dex Changes resistances: +4% physical Changes damage: +7% all Mental save: +9 (+3 eff.) Confusion immunity: +34% Spellpower: +15 (+4 eff.) Mindpower: +16 (+5 eff.) Rings can have magical properties. |
BlindwormPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Changes resistances: +12% light Changes resistances penetration: +25% light Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Spellpower: +13 (+3 eff.) Mindpower: +13 (+4 eff.) Mental crit. chance: +2% Light radius: +2 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ragesin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +3% temporal Spell save: +30 (+8 eff.) Stun/Freeze immunity: +23% Life regen: +1.60 Only die when reaching: -60.00 life Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
This item will automatically be transmogrified when you leave the level.Void Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 221.46 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-7 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level.acidic voratun battleaxe of erosion (56-84 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +17 temporal / +16 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.arcing stralite battleaxe of phasing (42.5-63.75 power, 17 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +59% Damage (Melee): +19 lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe 'Hyntir' (55-82.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +24 fire When wielded/worn: Changes stats: +3 Mag Changes damage: +15% acid Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.hateful 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: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +13% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.manaburning voratun dagger of massacre (46.5-60.45 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 217.00 to 651.00 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 566.00 to 1132.00 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
This item will automatically be transmogrified when you leave the level.acidic stralite greatmaul of massacre (72-108 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +23 acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatmaul of erosion (66-99 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +21 nature / +10 temporal When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +19 (+9 eff.) Disarm immunity: +50% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.chilling stralite greatmaul of paradox (50.5-75.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.5 - 75.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 cold / +13 temporal When wielded/worn: Damage when hit (Melee): 17 temporal Changes resistances: +19% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.slime-covered voratun greatmaul of persecution (69-103.5 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% Damage against: +28% Unnatural When wielded/worn: Changes stats: +6 Wil Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatsword of paradox (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 temporal When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +14 (+7 eff.) Damage when hit (Melee): 27 temporal Changes resistances: +14% temporal Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming voratun greatsword of the mystic (64.5-103.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +26 fire When wielded/worn: Changes stats: +7 Mag / +6 Wil Spellpower: +17 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +6 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Beluminne' (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +3 Str / +3 Dex / +6 Mag / +9 Cun / +5 Con See invisible: +9 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Cinderglamour Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +6 mind Burst (radius 2) on crit: +2 mind When wielded/worn: Changes stats: +11 Dex Changes resistances: +6% mind / +6% fire Changes resistances penetration: +25% mind Changes damage: +18% mind Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ranger's elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +15 fire When wielded/worn: Changes stats: +5 Dex Changes damage: +24% fire Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
This item will automatically be transmogrified when you leave the level.balanced stralite longsword of phasing (35-49 power, 15 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +9 (+4 eff.) Disarm immunity: +33% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.hateful stralite longsword of massacre (45.5-63.7 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +13% Living Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun longsword (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease Damage (Melee): +13 blight When wielded/worn: Disease immunity: +29% Sharp, long, and deadly. |
stralite longsword 'Glowstake' (35-49 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +12 light When wielded/worn: Changes resistances: +6% light Changes damage: +30% fire Light radius: +3 Sharp, long, and deadly. |
stralite longsword 'Poxpain' (34.5-48.3 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +67 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +11% mind / +6% darkness Critical mult.: +15.00% Mana each turn: +0.12 Damage Shield penetration: +30% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of crippling (41.5-58.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 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 crit: * cripple the target When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical crit. chance: +11.0% Changes resistances penetration: +12% physical Sharp, long, and deadly. |
Ce'Narima (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 70% reduced healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Fatigue: -6% Changes stats: +2 Str / +10 Mag / +4 Cun Changes resistances: +5% arcane Grants telepathy: Humanoid/Orc Blunt and deadly. |
Flamesin the voratun mace (60.5-84.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +5% arcane / +15% acid Changes resistances penetration: +25% mind / +25% fire Spell save: +15 (+4 eff.) Mental save: +6 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Hellwitch (34-47.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +12% fire Grants telepathy: Dragon Critical mult.: +20.00% Maximum psi: +20.00 Mindpower: +6 (+2 eff.) Blunt and deadly. |
Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
This item will automatically be transmogrified when you leave the level.arcing voratun mace of massacre (57-79.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blooming living mindstar of the jelly (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +1.60 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +57 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of life (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.50 Maximum life: +26.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +13 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hateful living mindstar of storms (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 13 lightning Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +12% lightning Changes resistances penetration: +13% lightning / +6% mind / +9% darkness Changes damage: +11% lightning / +13% mind / +21% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's pulsing mindstar of the jelly (12.5-13.75 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +8% acid / +6% nature Disease immunity: +21% Equilibrium when hit: +1.30 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.wyrm's living mindstar (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning / 7 physical / 6 fire / 6 acid / 7 cold Changes resistances: +8% lightning / +4% physical / +6% cold / +6% fire / +8% acid Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.mighty drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone magestaff of fate (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +5 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) 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.dragonbone starstaff of protection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff 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 'Lisegarin' (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +12.0% Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage (Melee): 24 arcane / 35 fire Changes resistances: +14% darkness / +12% temporal Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +48.00% Only die when reaching: -40.00 life Maximum mana: +68.00 Spellpower: +32 (+8 eff.) Spell crit. chance: +5% See invisible: +19 Defense after a teleport: +8 Resist all after a teleport: +8% New effects duration reduction after a teleport: +33% Reduces paradox anomalies(equivalent to willpower): +23 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 power (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +28 (+7 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.potent dragonbone vilestaff (40-48 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: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +40% fire Talent granted: +1 Command Staff Spellpower: +18 (+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 starstaff of might (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Mana each turn: +0.23 Maximum mana: +63.00 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 vilestaff 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging elven-wood vilestaff of fate (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Duathelream (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 45% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Melee): +8 nature / +16 darkness When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature / 20 temporal Changes resistances: +6% darkness Changes damage: +30% temporal One-handed war axes. |
Gleamrebel (41-57.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +8.5% Attack speed: 100% Damage (Melee): +17 light / +8 physical Burst (radius 2) on crit: +12 light Damage against: +23% Undead When wielded/worn: Physical power: +6 (+1 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 12 physical Changes resistances penetration: +15% light Maximum life: +20.00 Light radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.acidic stralite waraxe of massacre (43-60.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level.chilling voratun waraxe of daylight (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +14 light / +21 cold Damage against: +10% Undead One-handed war axes. |
voratun waraxe 'Sunglean' (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 48% chance to disease Damage (Melee): +15 blight / +10 light Burst (radius 1) on hit: +4 light / +11 fire Damage against: +24% Undead When wielded/worn: Changes damage: +12% light Light radius: +2 One-handed war axes. |
Budrahad the SunwinnowInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +5% arcane / +12% fire Mental save: +30 (+10 eff.) Knockback immunity: +15% Teleport immunity: +25% Life regen: +2.40 Healing mod.: +21% A belt that goes around your waist. |
Ce'Numa the HeatquencherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 20 blight / 20 fire Changes stats: +5 Cun / +5 Dex Changes damage: +6% fire Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +102.00 Spellpower: +16 (+4 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.grounding drakeskin leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +15% lightning / +9% temporal Spell save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Velolratira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +12% light / +9% acid Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Mental save: +30 (+10 eff.) Blindness immunity: +10% Disarm immunity: +10% Confusion immunity: +25% Teleport immunity: +20% Size category: +1 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 125.42 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
This item will automatically be transmogrified when you leave the level.Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level.thick elven-silk cloak (3 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes resistances: +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.thick elven-silk cloak of the Shaloren (3 def, 9 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +28% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +14% blight Life regen: +3.20 Maximum life: +61.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe of corrosion (+19%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +19% acid Changes damage: +13% acid Mana each turn: +0.20 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Mag / +3 Wil Mental save: +26 (+9 eff.) Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +11 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Aderanne (3 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +8% fire / +9% temporal / +7% cold Physical save: +7 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +16 (+5 eff.) Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.miner's pair of drakeskin leather boots of uncanny dodging (9 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +9 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +5% Infravision radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.miner's pair of drakeskin leather boots of uncanny dodging (7 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +5% Infravision radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.traveler's pair of drakeskin leather boots of uncanny dodging (4 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: -4% Maximum encumbrance: +47 Physical save: +10 (+2 eff.) A pair of boots made of leather. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
This item will automatically be transmogrified when you leave the level.corrosive voratun gauntlets of dexterity (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+8 eff.) Armour: +3 Damage (Melee): 13 acid Changes stats: +3 Dex Changes resistances: +8% acid Changes damage: +11% acid Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.radiant drakeskin leather gloves of strength (+4) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Armour: +3 Damage (Melee): 20 light Changes stats: +4 Str Changes resistances: +10% light Changes damage: +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
Helm of Knowledge (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Islolaith the Lustreobeisance (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to disease Changes resistances: +15% light Changes damage: +18% blight / +30% light Physical save: +15 (+3 eff.) 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.Sparkwrest (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% lightning / +30% darkness / +5% arcane Changes damage: +24% lightning / +20% darkness / +6% arcane A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
drakeskin leather cap 'Betulaith' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +1 Dex / +4 Cun / +8 Con Changes resistances: +9% blight Changes resistances penetration: +20% acid Changes damage: +3% acid Grants telepathy: All A cap made of leather. |
This item will automatically be transmogrified when you leave the level.grounding drakeskin leather cap of constitution (+7) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Con Changes resistances: +9% lightning / +11% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level.grounding voratun helm of dexterity (+5) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Dex Changes resistances: +8% lightning / +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Hathythad' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +5 Wil / +1 Con Changes resistances: +10% blight / +6% fire / +8% nature / +6% light Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +27 (+9 eff.) Only die when reaching: -60.00 life Maximum life: +63.00 Healing mod.: +16% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% fire / +10% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing voratun helm of dexterity (+3) (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 stats: +3 Dex Physical save: +17 (+3 eff.) 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.voratun helm of strength (+10) (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 stats: +10 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Carrionfury (5 def, 23 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +3 Dex / +8 Cun / +4 Con Changes resistances: +12% nature A suit of armour made of mail. |
Halemaldir (3 def, 10 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +8 Str / +6 Con Changes resistances: +9% temporal / +7% physical Physical save: +17 (+3 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +5% Stun/Freeze immunity: +5% Only die when reaching: -20.00 life Maximum life: +114.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable stralite mail armour of fire resistance (4 def, 20 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +23% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour of resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Life regen: +2.80 Stamina each turn: +1.00 Maximum life: +35.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of stability (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +20 (+4 eff.) Life regen: +3.00 Stamina each turn: +2.30 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +23% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Eremarin the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to disease Damage (Melee): 10 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 16 temporal Changes resistances: +20% blight / +30% temporal / +25% darkness Changes resistances penetration: +20% blight Changes damage: +18% temporal Defense after a teleport: +38 Resist all after a teleport: +36% New effects duration reduction after a teleport: +40% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 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: +14% blight / +22% cold / +18% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +13% light / +14% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 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: +23% fire / +15% light / +16% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant reinforced leather armour of stability (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 9 light Changes stats: +5 Wil Changes resistances: +23% blight / +8% physical / +20% darkness Physical save: +14 (+3 eff.) Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +7% mind Mental save: +17 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +27% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 16 physical Changes resistances: +27% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked reinforced leather armour of stability (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +9% physical Physical save: +16 (+3 eff.) A suit of armour made of leather. |
Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+16 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+9 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+6 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
This item will automatically be transmogrified when you leave the level.cleansing voratun plate armour of acid resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes resistances: +16% blight / +16% nature / +19% acid 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) 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 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 15 physical Changes resistances: +26% acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun plate armour 'Zuburalle' (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 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str Changes resistances: +9% lightning / +48% fire Changes resistances penetration: +15% temporal Spell save: +30 (+8 eff.) Disease immunity: +25% Silence immunity: +15% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Mardolach the Murkwake (12 def, 3 armour, 67-80.4 power, 206 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: 67.0 - 80.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +206 Damage (Melee): +8 darkness When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 12 blight Changes stats: +3 Wil Changes resistances: +30% acid / +2% physical Talent granted: +5 Block Blindness immunity: +30% Silence immunity: +10% Knockback immunity: +10% Vim when firing critical spell: +4.00 Spellpower: +6 (+2 eff.) Handheld deflection devices. |
Nightlore the voratun shield (12 def, 15 armour, 66.5-79.8 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: 66.5 - 79.8 Uses stat: 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 When wielded/worn: Armour: +15 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 darkness Changes stats: +7 Con Changes resistances: +9% darkness / +3% acid Changes damage: +3% darkness Talent granted: +5 Block Physical save: +15 (+3 eff.) Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level.voratun shield of fire resistance (+23%) (12 def, 3 armour, 68.5-82.2 power, 199.5 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 stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Changes resistances: +23% fire Talent granted: +5 Block Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.Void Quiver (0/0, 45-63 power, 30 apr) Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
380 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Haninariromilar the dwarven-steel pickaxe (dig speed 20 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +5 Wil / +3 Con Changes resistances: +5% arcane Lowers spell cool-downs by: 10% Mental crit. chance: +11% 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.Kilnstreak (dig speed 9 turns) Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Mag Changes resistances: +8% darkness / +17% fire Changes resistances penetration: +20% arcane / +5% fire Changes damage: +12% arcane / +6% fire Maximum mana: +34.00 Spell crit. chance: +8% Infravision radius: +2 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.Forbidden Tome: "Of Knowledge And Horrors" Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 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. |
3 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. |
UmbrawillCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +15% darkness Life regen: +0.60 Light radius: +6 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Barontir'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% physical Physical save: +9 (+2 eff.) Stamina each turn: +0.40 Maximum life: +44.00 Maximum stamina: +15.00 Light radius: +2 Healing mod.: +20% 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. |
dwarven lantern 'Blazeclash'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to blind * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes damage: +24% light Light radius: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
50 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. |
2 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. |
3 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. |
2 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 664.49 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 146% of the healing done. This effect scales with your Magic stat., costing 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 689.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Bunik the pouch of voratun shots (21/21, 56.5-67.8 power, 10 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +10 Crit. chance: +32.0% Capacity: 21 On weapon hit: * 20 arcane resource burn On weapon crit: * cripple the target Travel speed: +200% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Frozen Shards (25/25, 32-38.4 power, 15 apr) Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots 'Demonstinger' (19/19, 50.5-60.6 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 50.5 - 60.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Ranged): +12 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
Ce'Nivea [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Con Changes resistances: +9% acid / +6% fire / +2% physical Talent cooldown: Silence (-1 turn) Talents granted: +4 Telekinetic Blast +4 Silence It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Glowblur [power 83] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +15% light Changes resistances penetration: +15% arcane / +25% light Changes damage: +21% light Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 83 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Gorekhad the Shockmarrow [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +5% arcane Changes damage: +12% lightning Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Reduces incoming crit damage: 15.00% Physical save: +20 (+4 eff.) Spell save: +20 (+6 eff.) Disease immunity: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.psionic voratun torque of charged psionic shield [power 125] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 125 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.voratun torque of kinetic psionic shield [power 133] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 133 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Cloudreign [power 52] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +4% physical Maximum wards: +4 acid / +5 nature / +5 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +4 Rushing Claws +1 Ward Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Shineedge' [power 247] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +15% light / +9% acid Changes resistances penetration: +25% light Changes damage: +12% acid / +15% light It can be used to heal a target within range 7 (based on Willpower) for 247, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.forceful dragonbone totem of cure ailments [power 5] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.natural dragonbone totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.natural elven-wood totem of thorny skin [power 59] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 59 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.quick dragonbone totem of healing [power 187] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 7 (based on Willpower) for 187, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 189 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
This item will automatically be transmogrified when you leave the level.Mayurin [power 14] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to disease Changes stats: +4 Dex Changes resistances penetration: +25% physical Only die when reaching: -80.00 life Maximum stamina: +15.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 88 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of firewall 'Camoharador' [power 229] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +20% blight Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +25% blight / +25% arcane Changes damage: +9% blight Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 309 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of firewall 'Shimmerstoker' [power 205] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +4 lightning / +3 temporal / +1 blight / +4 fire / +4 cold Changes resistances penetration: +20% arcane / +25% nature Changes damage: +18% arcane / +12% lightning Talent granted: +1 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 277 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 30 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. |
6 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Belskell the Skeleton Sun Paladin level 37
65th Pyre 123rd year of Ascendancy at 17:26 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Belskell the Skeleton Sun Paladin level 48
65th Dusk 123rd year of Ascendancy at 03:17 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Belskell the Skeleton Sun Paladin level 31
12nd Regrowth 123rd year of Ascendancy at 03:28 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Belskell the Skeleton Sun Paladin level 41
79th Pyre 123rd year of Ascendancy at 22:46 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Belskell the Skeleton Sun Paladin level 44
30th Dusk 123rd year of Ascendancy at 10:44 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Belskell the Skeleton Sun Paladin level 40
76th Pyre 123rd year of Ascendancy at 15:11 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Belskell the Skeleton Sun Paladin level 32
20th Regrowth 123rd year of Ascendancy at 02:05 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Belskell the Skeleton Sun Paladin level 45
50th Dusk 123rd year of Ascendancy at 12:14 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Belskell the Skeleton Sun Paladin level 14
33rd Dusk 122nd year of Ascendancy at 07:35 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Belskell the Skeleton Sun Paladin level 39
73rd Pyre 123rd year of Ascendancy at 02:16 see stats
Dethroned (Insane (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Belskell the Skeleton Sun Paladin level 34
42nd Regrowth 123rd year of Ascendancy at 02:44 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Belskell the Skeleton Sun Paladin level 30
11st Regrowth 123rd year of Ascendancy at 05:11 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Belskell the Skeleton Sun Paladin level 21
60th Haze 122nd year of Ascendancy at 21:00 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Belskell the Skeleton Sun Paladin level 26
6th Allure 123rd year of Ascendancy at 07:16 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Belskell the Skeleton Sun Paladin level 14
33rd Dusk 122nd year of Ascendancy at 07:35 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Belskell the Skeleton Sun Paladin level 45
42nd Dusk 123rd year of Ascendancy at 16:51 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Belskell the Skeleton Sun Paladin level 26
3rd Decay 122nd year of Ascendancy at 19:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Belskell the Skeleton Sun Paladin level 10
2nd Flare 122nd year of Ascendancy at 22:47 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Belskell the Skeleton Sun Paladin level 20
42nd Haze 122nd year of Ascendancy at 07:41 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Belskell the Skeleton Sun Paladin level 30
10th Regrowth 123rd year of Ascendancy at 09:06 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Belskell the Skeleton Sun Paladin level 40
73rd Pyre 123rd year of Ascendancy at 10:58 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Belskell the Skeleton Sun Paladin level 50
8th Haze 123rd year of Ascendancy at 03:37 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Belskell the Skeleton Sun Paladin level 49
79th Dusk 123rd year of Ascendancy at 15:00 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Belskell the Skeleton Sun Paladin level 18
53rd Dusk 122nd year of Ascendancy at 10:45 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Belskell the Skeleton Sun Paladin level 43
24th Dusk 123rd year of Ascendancy at 11:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Belskell the Skeleton Sun Paladin level 30
11st Regrowth 123rd year of Ascendancy at 09:36 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Belskell the Skeleton Sun Paladin level 39
73rd Pyre 123rd year of Ascendancy at 03:41 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Belskell the Skeleton Sun Paladin level 45
40th Dusk 123rd year of Ascendancy at 13:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Belskell the Skeleton Sun Paladin level 9
2nd Summertide 122nd year of Ascendancy at 14:15 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Belskell the Skeleton Sun Paladin level 43
17th Dusk 123rd year of Ascendancy at 09:02 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Belskell the Skeleton Sun Paladin level 22
71st Haze 122nd year of Ascendancy at 06:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Belskell the Skeleton Sun Paladin level 20
43rd Haze 122nd year of Ascendancy at 12:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Belskell the Skeleton Sun Paladin level 16
46th Dusk 122nd year of Ascendancy at 06:44 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Belskell the Skeleton Sun Paladin level 30
11st Regrowth 123rd year of Ascendancy at 09:58 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Belskell the Skeleton Sun Paladin level 33
40th Regrowth 123rd year of Ascendancy at 14:32 see stats
Log
Belskell uses Shield Pummel.
Bloated horror slows down.
Bloated horror's armor corrodes!
Shield of Light performs a melee critical strike against Bloated horror!
Bloated horror is weakened by the darkness!
Bloated horror is crippled.
Bloated horror is a martyr.
Belskell performs a melee critical strike against Bloated horror!
You collect a new ingredient: bloated horror heart (1).
Shield of Light hits Bloated horror for 895 light, 25 fire, 130 light (1050 total damage).
Belskell hits Bloated horror for 95 physical, 25 fire, 130 light, 315 physical (565 total damage).
Belskell killed Bloated horror!
Talent Wave of Power is ready to use.
Talent Shield Pummel is ready to use.
Talent Sun Ray is ready to use.
Belskell is no longer surging arcane power.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Belskell deactivates Retribution.
Belskell deactivates Shield of Light.
Belskell deactivates Weapon of Light.
Belskell deactivates Chant of Fortress.
Belskell deactivates Weapon of Wrath.
Belskell deactivates Second Life.

































































































































































