Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official 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.
Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! UI Pack: Plumpkins! 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 48 / 32% |
Size | medium |
Lifes / Deaths | Killed by Emebrevena the rattlesnake at level 22 on the 53rd Dusk 122nd year of Ascendancy at 22:35 / 3Killed by Velovea the white wolf at level 23 on the 56th Dusk 122nd year of Ascendancy at 22:59 Killed by fire drake at level 48 on the 6th Pyre 124th year of Ascendancy at 07:10 |
Primary Stats
Strength | 100 (base 60) |
Dexterity | 115 (base 60) |
Constitution | 82 (base 60) |
Magic | 49 (base 16) |
Willpower | 24 (base 14) |
Cunning | 48 (base 10) |
Resources
Life | 1/2094 |
Stamina | 14/299 |
Healing Factor | 1.5994172276307 |
Regeneration | 42.652534052842 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +119.12780626606% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 32.989687335918 |
See Invisible | 32.989687335918 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 154 |
Accuracy | 81 |
Crit Chance | 49% |
APR | 45 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Mind | +13% |
Blight | +26% |
Physical | +27% |
Cold | +10% |
All | +4% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 39 (69.272896347862%) |
Defense | 86 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 67 |
Mental Save | 29 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 45%( 70%) |
All | + 28%( 70%) |
Darkness | + 70%( 70%) |
Light | + 30%( 70%) |
Temporal | + 44%( 70%) |
Mind | + 35%( 70%) |
Fire | + 47%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 231.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Parasite | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.60 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | active |
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 BIG SHIELD. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by BIG SHIELD. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by BIG SHIELD. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by BIG SHIELD. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by BIG SHIELD. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by BIG SHIELD. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by BIG SHIELD. Escort: repented thief (level 1 of Daikara) | 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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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: 1728. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | Chamosta the pouch of voratun shots (21/21, 74-88 power, 6 apr) Chamosta the pouch of voratun shots (21/21, 74-88 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 73.5 - 88.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 21 arcane resource burn * 21% chance to slow global speed by 51% Travel speed: +209% When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | Floewilter the alchemist's lamp Floewilter the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil / +4 Cun / +4 Con Changes resistances: +11% blight / +15% fire / +15% darkness / +5% arcane Changes damage: +6% cold Spell save: +9 (+3 eff.) Life regen: +10.00 Mental crit. chance: +5% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Chunik the elven-wood wand of shielding [power 362] (4/17 cooldown) Chunik the elven-wood wand of shielding [power 362] (4/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Dex / +8 Mag / +2 Wil / +1 Cun Maximum wards: +5 blight / +4 mind / +5 darkness / +4 nature Changes damage: +9% mind Talent granted: +1 Ward It can be used to create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 3 beneficial effects by 1. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Zigatir ZigatirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Dex / +4 Mag / +2 Wil / +2 Cun / +10 Con Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Life regen: +9.00 Maximum life: +67.00 Maximum stamina: +23.00 Infravision radius: +2 Healing mod.: +17% Rings make your fingers look great! |
Around neck | Fanged Collar 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 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... 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. |
In main hand | Nerigarida (54-76 power, 6 apr) Nerigarida (54-76 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +41 (+8 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +14 Str / +6 Dex / +2 Con Changes resistances: +3% acid Changes damage: +13% physical Critical mult.: +5.00% Combat speed: +10% Blunt and deadly. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 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 26 power out of 12/30) : Effective talent level: 5.2 Power cost: 26 out of 12/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 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. |
In off hand | Chalihell the voratun shield (0 def, 21 armour, 71-85 power, 191 block) Chalihell the voratun shield (0 def, 21 armour, 71-85 power, 191 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 On weapon hit: * Deal physical damage equal to your armor (39) Damage (radius 2) on crit: +31 light / +32 fire When wielded/worn: Armour: +21 Fatigue: +8% On shield block: * Deals 106 light and fire damage to each enemy blocked Changes resistances: +12% fire / +10% light / +24% cold Talent granted: +1 Block Spell save: +9 (+3 eff.) Pinning immunity: +20% Knockback immunity: +10% Life regen: +4.00 Maximum life: +60.00 Handheld deflection devices. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+5 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 6/20) : Effective talent level: 3.0 Power cost: 13 out of 6/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -263; dur 8; cd 26)heroism infusion (die at -263; dur 8; cd 26) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -263 life. The duration and life will increase by 1% for every 1% life you have lost (currently 526 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 345 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 81; cd 14)shatter afflictions rune (absorb 81; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 130; cd 13) shatter afflictions rune of the titan (absorb 130; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
This item will automatically be transmogrified when you leave the level. Betatira the EarthqueenBetatira the Earthqueen Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Changes stats: +12 Dex / +3 Mag / +3 Wil / +3 Con Changes resistances: +15% nature / +9% lightning Changes resistances penetration: +26% nature / +26% physical Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 3.0 Power cost: 26 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 while silencing and dealing 12 light damage to everyone else who enters. The circle lasts 4 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
Floweroath the voratun ring Floweroath the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 light Changes stats: +9 Mag Changes resistances: +40% acid Changes resistances penetration: +25% blight Changes damage: +20% acid / +12% nature Spellpower: +30 (+10 eff.) Rings make your fingers look great! |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gunuldir the steel ring Gunuldir the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% temporal / +22% fire / +5% arcane / +12% physical Changes damage: +11% fire / +12% physical Mental save: +8 (+4 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Hanatogar the stralite ring Hanatogar the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +7 Cun / +3 Dex Changes resistances: +9% lightning / +36% cold Changes damage: +18% cold Only die when reaching: -60.00 life Light radius: +3 Rings make your fingers look great! |
Isedawen the Boltflash Isedawen the BoltflashInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 32% Damage when hit (Melee): 10 lightning Changes resistances: +12% lightning / +36% cold / +5% arcane Changes resistances penetration: +20% lightning / +26% acid Changes damage: +18% lightning / +18% cold / +21% arcane Rings make your fingers look great! |
Lightresolve the gold ring Lightresolve the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% light / +9% mind / +12% fire / +5% arcane / +6% nature Changes resistances penetration: +10% light Life regen: +14.00 Maximum life: +67.00 Healing mod.: +16% Rings make your fingers look great! |
Velovena the stralite ring Velovena the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +3% temporal / +3% cold / +9% nature / +34% fire Changes resistances penetration: +10% acid Changes damage: +15% acid / +14% fire Mental save: +13 (+7 eff.) Confusion immunity: +36% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Void OrbVoid 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: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 132.61 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. |
Voidserpent the gold ring Voidserpent the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 25 * 10% chance to reduce damage dealt by 20% Damage (Melee): 12 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 25 Damage (Ranged): 14 physical Damage when hit (Melee): 10 darkness Changes stats: +3 Cun Changes resistances: +12% fire Changes resistances penetration: +15% darkness / +10% light Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.2 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 156% weapon damage. If the attack hits, the target will bleed for 296% weapon damage over 7 turns, and all healing will be reduced by 58%. Rings make your fingers look great! |
conjurer's voratun ring of light (+30%) conjurer's voratun ring of light (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +30% light Changes damage: +15% light Spellpower: +11 (+4 eff.) Rings make your fingers look great! |
copper spinel ring copper spinel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 25 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 25 Damage (Ranged): 6 physical Changes stats: +2 Cun Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.2 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 156% weapon damage. If the attack hits, the target will bleed for 296% weapon damage over 7 turns, and all healing will be reduced by 58%. Rings make your fingers look great! |
gladiator's voratun ring of luminosity gladiator's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Damage (Melee): 30 light Damage (Ranged): 28 light Changes stats: +7 Str / +5 Mag / +6 Con Changes damage: +18% light Rings make your fingers look great! |
gold onyx ring gold onyx ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +7 Mag / +3 Wil / +7 Cun / +3 Con Spellpower: +8 (+3 eff.) Rings make your fingers look great! |
gold onyx ring gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold onyx ring gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +6 Con Spell save: +13 (+4 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
gold ring 'Poribeth' gold ring 'Poribeth'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes resistances: +15% temporal Changes damage: +12% temporal Silence immunity: +31% Disarm immunity: +21% Pinning immunity: +25% Knockback immunity: +33% Mana each turn: +0.16 Maximum life: +21.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ring of lifepainweaver's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +7% all Life regen: +16.00 Maximum life: +77.00 Spellpower: +13 (+4 eff.) Mindpower: +14 (+5 eff.) Healing mod.: +15% Rings make your fingers look great! |
rogue's gold ring of life rogue's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +4 Cun Life regen: +11.00 Maximum life: +52.00 Healing mod.: +12% Rings make your fingers look great! |
sneakthief's stralite ring of darkness (+20%) sneakthief's stralite ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +7 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
steel citrine ring steel citrine ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +3 Wil / +6 Cun Critical mult.: +10.00% Disarm immunity: +30% Pinning immunity: +29% Knockback immunity: +21% Life regen: +6.00 Maximum life: +69.00 Maximum vim: +10.00 Light radius: +4 Infravision radius: +4 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
steel onyx ring steel onyx ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Str / +8 Dex / +3 Mag / +3 Wil / +9 Cun / +3 Con Changes resistances: +14% acid / +13% fire / +13% lightning / +15% cold Rings make your fingers look great! |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+1 eff.) Changes resistances: +7% nature / +10% blight Poison immunity: +18% Disease immunity: +10% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 6.4 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings make your fingers look great! |
voratun ring 'Shiversever' voratun ring 'Shiversever'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +18% cold Changes damage: +27% acid / +12% arcane / +12% mind Physical save: +14 (+4 eff.) Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +11 Maximum vim: +52.68 Spell crit. chance: +7% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Fulurain (46-70 power, 3 apr)Fulurain (46-70 power, 3 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: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 21% chance to reduce armor by 32% * 24% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +24 blight Damage (radius 1) on hit: +21 arcane Damage (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 32% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +18% acid / +32% mind Disease immunity: +42% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental voratun battleaxe of massacre (73-110 power, 4 apr)elemental voratun battleaxe of massacre (73-110 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.0 - 109.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +30% cold Changes damage: +23% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stralite battleaxe of crippling (43-64 power, 3 apr)stralite battleaxe of crippling (43-64 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of crippling (58-87 power, 4 apr)voratun battleaxe of crippling (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 100.50 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of torment (16-21 power, 7 apr)chilling dwarven-steel dagger of torment (16-21 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +10 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel dagger of massacre (26-33 power, 7 apr)thought-forged dwarven-steel dagger of massacre (26-33 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 25 Damage (Melee): +16 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +28.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +44.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Everpyre Blade (38-53 power, 10 apr) Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+8 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
This item will automatically be transmogrified when you leave the level. acidic stralite longsword of evisceration (31-43 power, 5 apr)acidic stralite longsword of evisceration (31-43 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword of evisceration (32-46 power, 5 apr)stralite longsword of evisceration (32-46 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Sharp, long, and deadly. |
voratun longsword 'Betunn' (53-74 power, 6 apr) voratun longsword 'Betunn' (53-74 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +66 fire When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +12% physical / +20% fire Blindness immunity: +20% Cut immunity: +10% Disarm immunity: +10% Maximum psi: +20.00 Mental crit. chance: +1% Global speed: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
Hurudesin (12-17 power, 2 apr) Hurudesin (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 6 blight Changes damage: +3% blight / +3% mind Disarm immunity: +21% Vim when firing critical spell: +2.00 Blunt and deadly. |
Voralralle (56-78 power, 6 apr) Voralralle (56-78 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +42 (+8 eff.) Changes stats: +8 Str / +5 Dex / +2 Cun / +5 Con Changes damage: +12% physical Spell crit. chance: +5% Combat speed: +10% Blunt and deadly. |
voratun mace 'Toxintreason' (47-66 power, 6 apr) voratun mace 'Toxintreason' (47-66 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +18 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 8 arcane / 6 fire Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +9% nature Blunt and deadly. |
caller's vined mindstar of storms (6-6 power, 18 apr, mind damage) caller's vined mindstar of storms (6-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +5% lightning / +2% physical / +3% fire / +4% cold / +3% acid Changes damage: +8% lightning / +5% physical / +6% fire / +9% cold / +6% acid Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +17 Max wilder summons: +1 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. dreamer's living mindstar of life (16-18 power, 40 apr, mind damage)dreamer's living mindstar of life (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 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 bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +19% mind Talent granted: +1 Attune Mindstar Mental save: +5 (+3 eff.) Life regen: +1.40 Psi each turn: +1.50 Maximum life: +45.00 Maximum psi: +36.00 Mindpower: +10 (+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. wyrm's living mindstar (18-20 power, 40 apr, nature damage)wyrm's living mindstar (18-20 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 bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning / 7 physical / 10 fire / 7 acid / 7 cold Changes resistances: +8% lightning / +7% physical / +8% cold / +7% fire / +7% acid Talent granted: +1 Attune Mindstar Mindpower: +10 (+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. Darkglean (30-36 power, 6 apr, fire element)Darkglean (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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +2 Wil Changes resistances: +12% temporal Changes resistances penetration: +25% temporal / +26% darkness / +16% mind Changes damage: +6% darkness / +30% fire Talent granted: +1 Command Staff Maximum mana: +110.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +25 (+8 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 greater warding (30-36 power, 6 apr, light element)dragonbone starstaff of greater warding (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +11 (+2 eff.) Maximum wards: +3 light Changes damage: +30% light Talents granted: +4 Ward +1 Command Staff Spellpower: +15 (+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. dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element)dragonbone vilestaff of breaching (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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+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. greater dragonbone magestaff of power (30-36 power, 6 apr, lightning element)greater dragonbone magestaff of power (30-36 power, 6 apr, lightning 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Spellpower: +37 (+12 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. void walker's dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element)void walker's dragonbone magestaff of channeling (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +11% darkness / +9% temporal Changes damage: +30% arcane Talent granted: +1 Command Staff Mana each turn: +0.44 Spellpower: +30 (+10 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun steamgun of recursionvoratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. Bokavor the stralite waraxe (34-48 power, 5 apr)Bokavor the stralite waraxe (34-48 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 42 arcane resource burn When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes resistances: +2% physical / +6% mind / +16% temporal Changes damage: +6% acid Silence immunity: +20% Pinning immunity: +21% Healing mod.: +21% One-handed war axes. |
Dairefang the Shadeobeisance (41-57 power, 6 apr) Dairefang the Shadeobeisance (41-57 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 71 fire damage (1/turn) Damage (Melee): +12 blight Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +19 (+4 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 20% Changes stats: +11 Str / +2 Mag / +1 Wil Changes resistances penetration: +30% fire Changes damage: +13% physical / +25% fire Vim when firing critical spell: +2.09 Maximum vim: +10.00 Spellpower: +15 (+5 eff.) One-handed war axes. |
Glowwild (15-21 power, 3 apr) Glowwild (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 nature When wielded/worn: Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Changes resistances: +9% fire Changes damage: +6% light Light radius: +2 One-handed war axes. |
Lisoldathra the Sunwish (30-43 power, 5 apr) Lisoldathra the Sunwish (30-43 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +11 nature Damage (radius 1) on hit: +4 fire When wielded/worn: Armour penetration: +6 Physical crit. chance: +13.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes resistances penetration: +10% fire Critical mult.: +10.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun waraxe of daylight (40-55 power, 6 apr)truestriking voratun waraxe of daylight (40-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +13 light Damage against: +17% Undead When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +11 Changes resistances penetration: +13% physical One-handed war axes. |
Chigohell the rough leather belt =4mag= Chigohell the rough leather belt =4mag=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +1 Wil Changes resistances: +3% lightning / +3% nature / +5% arcane Maximum life: +32.00 A belt that goes around your waist. |
Corruptionvault CorruptionvaultCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +2% physical / +3% darkness / +6% fire / +3% nature / +6% cold Reduces incoming crit damage: 5.00% A belt that goes around your waist. |
Dimwinter the hardened leather belt Dimwinter the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +5 Dex / +5 Cun / +3 Con / +7 Lck Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Trap disarming bonus: +17 Stealth bonus: +8 Physical save: +8 (+3 eff.) Mental save: +9 (+5 eff.) Maximum mana: +40.00 Maximum vim: +10.00 Spellpower: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Relganik RelganikInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances penetration: +10% physical Maximum life: +33.00 Maximum stamina: +20.00 Maximum hate: +8.00 A belt that goes around your waist. |
balancing hardened leather belt of recklessness balancing hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Dex Critical mult.: +10.00% Mental crit. chance: +10% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ememille (2 def, 0 armour) Ememille (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+5 eff.) Defense: +2 (+0 eff.) Changes stats: +3 Dex / +2 Wil / +3 Cun Changes resistances: +6% blight / +12% cold Physical save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarecrack the cashmere cloak (2 def, 0 armour) Glarecrack the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +4 Wil Changes resistances penetration: +15% light / +5% mind Changes damage: +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
This item will automatically be transmogrified when you leave the level. Cystwrack the silk robe (0 def, 0 armour)Cystwrack the silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 51% Changes resistances: +26% mind / +5% arcane / +18% nature / +13% all Changes resistances penetration: +10% nature / +26% light Changes damage: +26% mind / +24% nature Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poluvena (2 def, 3 armour) Poluvena (2 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Str Changes resistances: +6% temporal / +13% darkness / +22% cold / +10% mind / +11% all Changes damage: +6% temporal / +15% cold Physical save: +31 (+8 eff.) Spell save: +13 (+4 eff.) Mental save: +27 (+13 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) =6mag= Vestments of the Conclave (0 def, 0 armour) =6mag=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. ancient silk robe of time (+20%) (0 def, 0 armour)ancient silk robe of time (+20%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Mag Changes resistances: +13% all / +20% temporal Changes resistances penetration: +11% temporal / +11% physical Changes damage: +41% temporal / +22% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe (0 def, 0 armour)dispeller's elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +10% lightning / +9% darkness / +7% light / +6% blight / +12% fire / +10% cold / +15% all Physical save: +17 (+5 eff.) Spell save: +34 (+9 eff.) Mental save: +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven Rags of the Sanctuary of power (0 def, 0 armour)mindwoven Rags of the Sanctuary of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +7% all Mental save: +18 (+9 eff.) Spellpower: +11 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balancestake the pair of voratun boots (0 def, 13 armour) Balancestake the pair of voratun boots (0 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: -4% Effects on melee hit: * 21% chance to reduce armor by 32% Damage when hit (Melee): 6 nature / 6 blight Changes stats: +6 Cun / +6 Con Changes resistances penetration: +10% nature Changes damage: +24% nature Physical save: +22 (+6 eff.) Mental save: +22 (+11 eff.) Stamina each turn: +0.80 Maximum life: +55.00 Infravision radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bilespar the pair of dwarven-steel boots (5 def, 4 armour) Bilespar the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +4 Str / +3 Con Changes resistances: +3% lightning / +8% fire / +12% nature / +7% cold Silence immunity: +29% Confusion immunity: +30% Stun/Freeze immunity: +23% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.6 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrokira (0 def, 3 armour) Cyrokira (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +3 Con Changes damage: +6% mind Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layereldamina (0 def, 4 armour) Layereldamina (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Reduces incoming crit damage: 5.00% Physical save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Knockback immunity: +20% Life regen: +4.00 Maximum life: +60.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour) =8mag= Shoes of Moving Slowly (0 def, 0 armour) =8mag=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Unlightwolf (0 def, 3 armour) Unlightwolf (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Cun / +2 Wil Changes resistances: +6% darkness Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots of phasing (0 def, 7 armour)miner's pair of hardened leather boots of phasing (0 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Mag / +2 Wil Infravision radius: +3 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 22 turns. A pair of boots made of leather. |
Aeroriamina the iron gauntlets (0 def, 1 armour) Aeroriamina the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 4 physical Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Rootbore (0 def, 2 armour) Rootbore (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 fire Changes stats: +1 Con / +3 Mag Changes resistances: +6% nature / +7% fire Changes damage: +3% fire / +3% arcane / +3% physical Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +7 arcane Damage (radius 2) on crit: +7 arcane / +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Runyderan (0 def, 3 armour) Runyderan (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 5 darkness / 15 blight Changes resistances: +10% blight / +9% darkness / +5% arcane Changes resistances penetration: +20% acid Changes damage: +14% blight / +6% darkness / +6% arcane / +9% acid When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Soul Rot (40% chance level 5). On weapon hit: * 5% chance to reduce damage dealt by 20% Damage (radius 2) on crit: +16 blight Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of archery (0 def, 3 armour) alchemist's voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Damage (Melee): 5 acid / 5 fire / 8 cold / 5 lightning Changes stats: +7 Dex / +3 Mag / +3 Wil / +2 Cun When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +9 ice / +9 fire / +4 acid / +4 lightning It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of the iron hand (0 def, 3 armour)drakeskin leather gloves of the iron hand (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +5 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring drakeskin leather gloves of strength (+5) (0 def, 3 armour)scouring drakeskin leather gloves of strength (+5) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +3 Effects when hit in melee: * 28 arcane resource burn Changes stats: +5 Str Spell save: +20 (+5 eff.) When used to modify unarmed attacks: Base power: 32.5 - 35.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Quenchripper' (0 def, 3 armour) voratun gauntlets 'Quenchripper' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 17 light Changes stats: +1 Wil Changes resistances: +13% light Changes resistances penetration: +10% arcane Changes damage: +9% light / +6% cold Physical save: +9 (+3 eff.) Mental save: +9 (+5 eff.) Disarm immunity: +39% Life regen: +10.00 Stamina each turn: +1.90 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +29.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Searing Light (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Ashvice the iron helm (0 def, 3 armour) Ashvice the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% blight Changes damage: +12% blight / +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun helm 'Icebrawn' (0 def, 9 armour)voratun helm 'Icebrawn' (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +8 Str / +6 Wil Changes resistances: +14% blight / +6% cold Changes resistances penetration: +15% acid / +26% cold Changes damage: +9% blight / +9% cold Mental save: +13 (+7 eff.) Infravision radius: +4 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. fortifying steel mail armour (2 def, 6 armour)fortifying steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Con Maximum life: +35.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of resilience (5 def, 10 armour)radiant voratun mail armour of resilience (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +22% darkness Maximum life: +44.00 Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of Eyal (5 def, 10 armour)searing voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 21 acid / 20 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +16% acid / +22% fire Life regen: +8.00 Maximum life: +66.00 Healing mod.: +18% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Wretchwreck the reinforced leather armour (12 def, 7 armour)Wretchwreck the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Effects on melee hit: * 21% chance to slow global speed by 51% Damage when hit (Melee): 11 arcane Changes resistances: +27% lightning / +5% arcane Changes resistances penetration: +26% mind / +26% arcane / +15% nature Changes damage: +6% mind A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of delving (3 def, 2 armour)prismatic rough leather armour of delving (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +5 Str Changes resistances: +7% physical / +24% darkness / +12% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour)rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +23% fire Life regen: +5.50 Stamina each turn: +1.20 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Flashblight (0 def, 16 armour)Flashblight (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 21% chance to reduce damage dealt by 20% Changes stats: +6 Dex / +5 Cun / +7 Con Changes resistances: +9% darkness Changes resistances penetration: +26% lightning Changes damage: +9% lightning Maximum life: +60.00 A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Siligata (0 def, 11 armour, 50-61 power, 139.5 block) Siligata (0 def, 11 armour, 50-61 power, 139.5 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +4.5% Block value: +140 Damage (Melee): +18 cold When wielded/worn: Physical power: +10 (+2 eff.) Armour: +11 Fatigue: +8% On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Dex / +4 Wil / +5 Con Changes resistances: +14% physical / +14% cold / +16% temporal Talent granted: +1 Block Critical mult.: +10.00% Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (225) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+9 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 36.61 to 45.76 light damage (based on Willpower and Cunning) Activation costs 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
The Black Wall (12 def, 9 armour, 52-62 power, 200 block) The Black Wall (12 def, 9 armour, 52-62 power, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level. scouring voratun shield of shrapnel (0 def, 10 armour, 68-82 power, 209.5 block)scouring voratun shield of shrapnel (0 def, 10 armour, 68-82 power, 209.5 block) Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces 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: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +210 When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 16 arcane resource burn Damage (Melee): 13 acid / 20 nature Effects when hit in melee: * 11 arcane resource burn On shield block: * Cause enemies within radius 6 to bleed for 260 physical damage over 5 turns (1/turn) Changes stats: +5 Con Changes resistances: +12% acid / +16% nature Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of elven-wood arrows of daylight (19/19, 57-80 power, 14 apr)barbed quiver of elven-wood arrows of daylight (19/19, 57-80 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 57.0 - 79.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 19 On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 light Damage against: +27% Undead Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Coalbreacher' (20/20, 46-64 power, 14 apr)quiver of elven-wood arrows 'Coalbreacher' (20/20, 46-64 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 21% chance to reduce damage dealt by 20% * 21% chance to reduce armor by 32% * 25% chance for lightning to strike from the target to a second target dealing 71 damage Damage (Ranged): +21 blight / +12 darkness Damage (radius 1) on hit: +21 darkness / +21 acid Damage (radius 2) on crit: +21 darkness Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
922 alchemist agate 922 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Duathelstrider' (dig speed 24 turns) dwarven-steel pickaxe 'Duathelstrider' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Changes stats: +2 Str / +3 Mag / +7 Wil / +3 Cun Changes damage: +9% darkness Stamina each turn: +3.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Festerspawner the brass lantern Festerspawner the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Damage when hit (Melee): 6 nature Changes stats: +1 Cun / +4 Wil Changes damage: +6% mind Spell save: +3 (+1 eff.) Light radius: +3 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. |
Freezevein the dwarven lantern Freezevein the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Mag / +1 Wil Changes resistances: +6% lightning / +12% cold / +14% light Changes resistances penetration: +10% cold Changes damage: +9% lightning / +9% cold / +13% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 10.00% Blindness immunity: +50% Confusion immunity: +30% Light radius: +16 Infravision radius: +5 See stealth: +15 See invisible: +22 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 125.59 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Porelraba PorelrabaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +10% physical Changes damage: +15% physical Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern 'Betirenn' brass lantern 'Betirenn'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Poison immunity: +10% Disease immunity: +20% Maximum life: +40.00 Light radius: +3 See stealth: +5 See invisible: +6 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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
39 alchemist bloodstone 39 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 bloodstone 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. |
7 fire opal 7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator 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 413.92 fire damage (based on Magic) Activation costs 43 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 Recall (2/2) Rod of Recall (2/2)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 Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. barbed pouch of stralite shots of torment (18/21, 54-64 power, 5 apr)barbed pouch of stralite shots of torment (18/21, 54-64 power, 5 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +16.5% Capacity: 21 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Artholarak the yew totem of stinging [power 260] (4/13 cooldown) Artholarak the yew totem of stinging [power 260] (4/13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Changes resistances penetration: +10% mind / +5% acid Changes damage: +6% acid It can be used to sting an enemy dealing 270 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Blindbiter the elven-wood totem of healing [power 398] (4/13 cooldown)Blindbiter the elven-wood totem of healing [power 398] (4/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Dex / +6 Mag Changes resistances: +5% arcane / +18% blight Changes resistances penetration: +26% arcane Changes damage: +15% light Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 398 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. Blindwire the dragonbone totem of thorny skin [power 78] (4/17 cooldown)Blindwire the dragonbone totem of thorny skin [power 78] (4/17 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Physical power: +25 (+6 eff.) Defense: +20 (+4 eff.) Changes resistances: +6% light Changes damage: +6% light It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70% Activation puts all charms on cooldown for 17 turns. When used: * Heal for 99. * Increase the duration of 2 beneficial effects by 3. * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. dragonbone totem of stinging 'Radianceblood' [power 494] (4/13 cooldown)dragonbone totem of stinging 'Radianceblood' [power 494] (4/13 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Changes resistances: +9% acid / +6% temporal / +12% light / +6% nature It can be used to sting an enemy dealing 514 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 21% for 2 turns. * Heal for 108. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Sepsisdeath the elven-wood wand of lightning storm [power 434] (4/13 cooldown)Sepsisdeath the elven-wood wand of lightning storm [power 434] (4/13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 51% Changes stats: +2 Cun / +2 Wil Changes resistances: +15% temporal Disarm immunity: +21% Stun/Freeze immunity: +20% Teleport immunity: +21% Infravision radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (451 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Darknull' [power 188] (4/17 cooldown) =3mag= ash wand of shielding 'Darknull' [power 188] (4/17 cooldown) =3mag=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +1 Wil / +3 Mag Changes resistances: +12% darkness / +5% arcane Reduces incoming crit damage: 15.00% Maximum life: +40.00 It can be used to create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Glacierhack' [power 278] (4/17 cooldown) yew wand of shielding 'Glacierhack' [power 278] (4/17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +6% light Changes resistances penetration: +10% cold Light radius: +2 It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 56. * Gain a 10% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
5 diamond 5 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 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. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By BIG SHIELD the Skeleton Bulwark level 33
71st Haze 122nd year of Ascendancy at 02:42 see stats
By BIG SHIELD the Skeleton Bulwark level 38
6th Decay 122nd year of Ascendancy at 16:53 see stats
By BIG SHIELD the Skeleton Bulwark level 39
2nd Wintertide 123rd year of Ascendancy at 06:30 see stats
By BIG SHIELD the Skeleton Bulwark level 44
72nd Regrowth 124th year of Ascendancy at 03:07 see stats
By BIG SHIELD the Skeleton Bulwark level 30
61st Haze 122nd year of Ascendancy at 23:44 see stats
By BIG SHIELD the Skeleton Bulwark level 36
1st Decay 122nd year of Ascendancy at 19:04 see stats
By BIG SHIELD the Skeleton Bulwark level 18
26th Dusk 122nd year of Ascendancy at 01:27 see stats
By BIG SHIELD the Skeleton Bulwark level 34
77th Haze 122nd year of Ascendancy at 05:04 see stats
By BIG SHIELD the Skeleton Bulwark level 34
75th Haze 122nd year of Ascendancy at 18:30 see stats
By BIG SHIELD the Skeleton Bulwark level 22
54th Dusk 122nd year of Ascendancy at 12:03 see stats
By BIG SHIELD the Skeleton Bulwark level 28
44th Haze 122nd year of Ascendancy at 21:53 see stats
By BIG SHIELD the Skeleton Bulwark level 31
64th Haze 122nd year of Ascendancy at 21:19 see stats
By BIG SHIELD the Skeleton Bulwark level 25
62nd Dusk 122nd year of Ascendancy at 02:51 see stats
By BIG SHIELD the Skeleton Bulwark level 40
1st Allure 123rd year of Ascendancy at 02:45 see stats
By BIG SHIELD the Skeleton Bulwark level 10
10th Mirth 122nd year of Ascendancy at 05:53 see stats
By BIG SHIELD the Skeleton Bulwark level 20
41st Dusk 122nd year of Ascendancy at 07:04 see stats
By BIG SHIELD the Skeleton Bulwark level 30
59th Haze 122nd year of Ascendancy at 15:01 see stats
By BIG SHIELD the Skeleton Bulwark level 40
2nd Wintertide 123rd year of Ascendancy at 17:32 see stats
By BIG SHIELD the Skeleton Bulwark level 41
46th Regrowth 123rd year of Ascendancy at 01:43 see stats
By BIG SHIELD the Skeleton Bulwark level 26
10th Haze 122nd year of Ascendancy at 15:42 see stats
By BIG SHIELD the Skeleton Bulwark level 35
77th Haze 122nd year of Ascendancy at 06:19 see stats
By BIG SHIELD the Skeleton Bulwark level 22
53rd Dusk 122nd year of Ascendancy at 22:35 see stats
By BIG SHIELD the Skeleton Bulwark level 32
65th Haze 122nd year of Ascendancy at 16:57 see stats
By BIG SHIELD the Skeleton Bulwark level 9
8th Mirth 122nd year of Ascendancy at 16:15 see stats
By BIG SHIELD the Skeleton Bulwark level 11
1st Flare 122nd year of Ascendancy at 15:17 see stats
By BIG SHIELD the Skeleton Bulwark level 26
10th Haze 122nd year of Ascendancy at 15:36 see stats
By BIG SHIELD the Skeleton Bulwark level 41
12nd Regrowth 123rd year of Ascendancy at 02:48 see stats
By BIG SHIELD the Skeleton Bulwark level 22
50th Dusk 122nd year of Ascendancy at 07:45 see stats
By BIG SHIELD the Skeleton Bulwark level 16
16th Dusk 122nd year of Ascendancy at 21:49 see stats
By BIG SHIELD the Skeleton Bulwark level 23
56th Dusk 122nd year of Ascendancy at 23:00 see stats
By BIG SHIELD the Skeleton Bulwark level 32
67th Haze 122nd year of Ascendancy at 03:39 see stats
Log
Xanuwen the fire wyrm receives 12 healing from Golem (servant of Aralraba the spire dragon).
Elanne the fire wyrm receives 22 healing from Golem (servant of Aralraba the spire dragon).
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Ritch flamespitter for 0 fire damage.
Fire drake's devouring flames area effect hits Fire drake for 0 fire damage.
Fire drake's devouring flames area effect hits Elanne the fire wyrm for 7 fire damage.
Fire drake's devouring flames area effect hits Neryra the orc summoner for (24 flat reduction), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits BIG SHIELD for (19 flat reduction), 0 fire (0 total damage).
Fire drake's devouring flames area effect hits Gorbat, Supreme Wyrmic of the Pride for 3 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Fire drake's devouring flames area effect hits Aralraba the spire dragon for 10 fire damage.
Fire drake's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Xanuwen the fire wyrm receives 5 healing from Aralraba the spire dragon.
Elanne the fire wyrm receives 9 healing from Aralraba the spire dragon.
Fire drake receives 2 healing from Aralraba the spire dragon.
Elanne the fire wyrm gains 6% of a turn from Ancestral Life.
BIG SHIELD casts Rune: Mirror Image.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Elanne the fire wyrm uses Call of the Ooze.
Fire drake roars!
Mirror Image wanders around!
Mirror Image wanders around!
Mirror Image wanders around!
Fire drake hits Mirror Image for 672 physical damage.
Fire drake hits BIG SHIELD for (22 flat reduction), 650 physical (650 total damage).
Fire drake hits Mirror Image for 557 physical damage.
Fire drake hits Mirror Image for 672 physical damage.
BIG SHIELD the level 48 skeleton bulwark was mauled to death by a fire drake on level 3 of Gorbat Pride.