
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 36 / 20% |
| Size | huge |
| Lifes / Deaths | Killed by orc soldier at level 1 on the 16th Voratun 122nd year of Ascendancy at 11:56 0 / 8Killed by cold drake hatchling at level 8 on the 10th Profit 122nd year of Ascendancy at 16:58 Killed by slaver at level 10 on the 36th Profit 122nd year of Ascendancy at 04:02 Killed by delayed explosion trap at level 31 on the 27th Wealth 123rd year of Ascendancy at 05:06 Killed by orc corruptor at level 35 on the 15th Shortage 123rd year of Ascendancy at 07:51 Killed by Glacial Legion at level 35 on the 18th Shortage 123rd year of Ascendancy at 00:49 Killed by Rak'shor, Grand Necromancer of the Pride at level 36 on the 18th Shortage 123rd year of Ascendancy at 18:54 Killed by Rak'shor, Grand Necromancer of the Pride at level 36 on the 18th Shortage 123rd year of Ascendancy at 20:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 121 (base 60) |
| Dexterity | 37 (base 17) |
| Constitution | 46 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 29 (base 22) |
| Cunning | 39 (base 32) |
Resources
| Life | -253/1510 |
| Stamina | 199/232 |
| Equilibrium | 39 |
| Healing Factor | 1.5799999999999 |
| Regeneration | 225.52640180537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 38.004149834542 |
| See Invisible | 42.004149834542 |
Offense: Mainhand
| Damage | 235 |
| Accuracy | 68 |
| Crit Chance | 93% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 45.317011280365 (73.452380952381%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 71 |
| Mental Save | 58 |
Defense: Resistances
| Nature | + 29%( 70%) |
| Lightning | + 23%( 70%) |
| Acid | + 23%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 37% |
| Bleed Resistance | 50% |
| Confusion Resistance | 46% |
| Stun Resistance | 71% |
| Pinning Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 560 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 741% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. While Heroism is active, you will only die when reaching -543 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| talent | Antimagic Shield |
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 24.40, and stamina regeneration by 4.88. Bloodbath |
| beneficial effect | A flow of life spins around the target, regenerating 112.08 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | Increases critical hit chance by 41%. Berserker Rage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 35 life each turn. Recovery |
| beneficial effect | You gain 29% resistance against cold. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved mental save by +4. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by Vorowen the fox. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 8 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 122. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. 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 serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * 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 |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +20% Confusion immunity: +16% Maximum life: +42.00 Light radius: +8 See stealth: +8 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Relgomahir' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% nature / +7% cold Allows you to breathe in: water Mental save: +20 (+6 eff.) Disarm immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +15% A cap made of leather. |
| Tool | dwarven dwarven-steel pickaxe (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +6 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Maximum life: +57.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Cun / +8 Dex Life regen: +1.00 Maximum life: +67.00 Healing mod.: +21% Rings can have magical properties. |
| On fingers | marksman's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +7 Defense: +13 (+6 eff.) Changes stats: +6 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Bethatha the AbyssgritCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 12 fire Spell save: +36 (+9 eff.) Poison immunity: +15% Pinning immunity: +25% Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
| In main hand | stralite greatmaul of ruin (169% power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +19.0% Critical mult.: +24.00% Massive two-handed mauls. |
| On hands | Brandsage the dwarven-steel gauntlets (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Changes stats: +3 Con Changes damage: +3% fire Physical save: +18 (+5 eff.) Spell save: +14 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Stun/Freeze immunity: +5% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 20.57 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | enveloping elven-silk cloak of implacability (15 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+6 eff.) Physical save: +17 (+4 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +12 (+4 eff.) Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion (rad 6; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 18%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Betylaith the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +4 Str / +3 Con Changes resistances: +10% darkness / +11% cold / +10% light / +14% fire Blindness immunity: +24% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.6 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
starseer's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Changes stats: +3 Mag Changes damage: +6% physical / +6% temporal / +4% light / +6% darkness Critical mult.: +13.00% Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
wanderer's stralite amulet of perfection (0.32 Cunning / Dirty fighting,0.32 Technique / Shield defense)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +7 Cun / +5 Con Talent masteries: +0.32 Cunning / Dirty fighting +0.32 Technique / Shield defense Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Emirewen the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Dex / +9 Wil / +9 Cun / +5 Con Grants telepathy: Dragon Light radius: +2 Amulets can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.79 cold and 11.79 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Cun / +5 Dex Rings can have magical properties. |
steel ring 'Mucusshear'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature / +12% acid Changes resistances penetration: +5% acid / +10% nature Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
stralite ring 'Arivena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Str / +7 Dex / +7 Cun Changes resistances: +4% physical Healing mod.: +10% Rings can have magical properties. |
blighted elven-wood starstaff of protection (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 5% chance to disease Changes resistances: +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +10.00 Spellpower: +12 (+11 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff of blasting (136% 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. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 19 arcane Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +27.00 Spellpower: +29 (+19 eff.) Spell crit. chance: +12% It can be used to unleash an elemental blastwave, dealing 42.96 to 51.55 darkness damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
Chalyrach (156% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 24% chance to daze at end of turn Damage (Melee): +13 temporal / +8 arcane / +19 nature Burst (radius 1) on hit: +4 arcane / +8 temporal Burst (radius 2) on crit: +10 fire When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +2 Cun / +5 Con Changes resistances penetration: +13% lightning / +16% fire Changes damage: +3% temporal Global speed: +4% Massive two-handed battleaxes. |
Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 203.62 fire damage, and flames will be left dealing a further 47.52 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Obliterator (159% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel greatsword 'Xeronne' (144% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +12 temporal When wielded/worn: Changes resistances penetration: +15% mind Critical mult.: +10.00% Equilibrium when hit: +0.12 Maximum psi: +50.00 Massive two-handed swords. |
caustic deep-steel trident of crippling (129% power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +12% acid Life regen: +1.12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic deep-steel trident of massacre (152% power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 7% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +12% acid Life regen: +2.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful deep-steel trident (128% power, 10 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +10% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident of ruin (133% power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +23 Physical crit. chance: +7.0% Changes resistances penetration: +9% physical Critical mult.: +17.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's deep-steel trident of nature (131% power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% all Changes resistances penetration: +10% nature / +16% physical Disarm immunity: +29% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of massacre (167% power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident (146% power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +6% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orite trident of ruin (149% power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour by 30% When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Changes resistances penetration: +7% acid Critical mult.: +20.00% Life regen: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orite trident of shearing (154% power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 154% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armour by 30% When wielded/worn: Armour penetration: +10 Changes resistances penetration: +13% acid / +14% physical Changes damage: +13% physical Life regen: +2.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of amnesia (151% power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +16% acid / +16% fire / +13% cold / +16% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident of erosion (147% power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature / +14 temporal Burst (radius 1) on hit: +17 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident of paradox (146% power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 temporal Burst (radius 1) on hit: +19 fire When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +16% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of nature (148% power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +9 Changes resistances: +6% all Changes resistances penetration: +9% nature / +13% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful orite trident of evisceration (151% power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +21 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of evisceration (150% power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 150% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of projection (149% power, 13 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident of evisceration (147% power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 16% chance to disease On weapon crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing Damage (Melee): +14 blight When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Disease immunity: +25% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of crippling (148% power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +13.0% Changes stats: +5 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident (151% power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident (148% power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident (151% power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 28% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident of massacre (167% power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 167% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 27% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident of rage (147% power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to daze at end of turn When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +10 Str / +5 Dex / +3 Mag / +5 Wil / +2 Cun / +5 Con Changes resistances penetration: +13% lightning Changes damage: +13% physical Stamina when hit: +2.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of ruin (153% power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 154% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +24 Physical crit. chance: +12.0% Changes resistances penetration: +10% physical Critical mult.: +16.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of amnesia (154% power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Sunblood (142% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 light Changes resistances: +9% light Changes resistances penetration: +5% light Changes damage: +12% light Light radius: +1 Sharp, long, and deadly. |
The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Glimmerquick the stralite mace (150% power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +21 mind When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Cun / +6 Wil Changes resistances penetration: +15% darkness / +25% light Changes damage: +12% light / +15% darkness Blunt and deadly. |
blazebringer's stralite mace of evisceration (149% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 24 bleeding, 73% reduced healing Burst (radius 2) on crit: +10 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +8% fire Global speed: +4% Blunt and deadly. |
Splendourtitan (122% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 40% chance to cause random gloom Damage (Melee): +13 temporal Burst (radius 1) on hit: +12 light / +12 mind When wielded/worn: Damage when hit (Melee): 11 temporal Changes resistances: +11% temporal Light radius: +3 One-handed war axes. |
Gledhebeth the Blazeimmortal (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +25% acid / +20% light Changes damage: +12% light Mental save: +6 (+2 eff.) Maximum psi: +34.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
elven-wood longbow of dexterity (+8)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +21% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mage-hunter's reinforced leather sling of cunning (+5) Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Effects on ranged hit: * 9 arcane resource burn Changes stats: +5 Cun / +2 Wil Changes resistances penetration: +11% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +9 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Galoregogen'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +6 mind When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str / +2 Wil / +3 Cun Changes resistances penetration: +15% blight Grants telepathy: Dragon Hate when firing a critical mind attack: +4.00 Mindpower: +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
elemental pouch of stralite shots of corruption (20/20, 154% power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to curse the target * Random elemental explosion Damage (Ranged): +11 blight / +11 darkness Shots are used with slings to pummel your foes to death. |
coruscating stralite shield of patience (10 def, 2 armour, 143 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 32 fire / 14 temporal Changes stats: +3 Str Changes resistances: +12% temporal / +14% fire Talent granted: +4 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (272) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
wintry stralite shield of purity (10 def, 2 armour, 132.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 14 ice Changes stats: +3 Wil Changes resistances: +14% blight / +14% cold / +14% nature Talent granted: +4 Block Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+3 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
stormwoven silk robe of Angolwen (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Str / +11 Mag / +10 Wil Changes resistances: +10% lightning / +11% cold Changes damage: +12% lightning / +11% physical / +12% cold Silence immunity: +29% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
searing reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 13 acid / 14 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +10% acid / +22% fire A suit of armour made of leather. |
Airpride (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +21% acid / +5% arcane Changes damage: +18% lightning Spell save: +30 (+7 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +15% A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +20% blight / +10% darkness Life regen: +2.90 Maximum life: +69.00 Light radius: +1 Healing mod.: +18% A suit of armour made of mail. |
enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +3 Str / +4 Wil / +5 Cun / +2 Con Changes resistances: +7% acid / +7% physical / +7% fire / +5% cold / +8% lightning Talent cooldown: Rush (-5 turns) Mental save: +10 (+3 eff.) Disarm immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +28% A suit of armour made of metal plates. This object's appearance was changed to The Untouchable. |
fortifying dwarven-steel plate armour of cold resistance (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +4 Str / +3 Con Changes resistances: +20% cold Maximum life: +40.00 A suit of armour made of metal plates. |
searing stralite plate armour of delving (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Damage (Melee): 13 acid / 11 fire Damage when hit (Melee): 12 acid / 9 fire Changes stats: +5 Str Changes resistances: +17% acid / +18% fire / +16% darkness / +9% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 287.64 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 23 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Glareclash (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light / 8 nature Changes stats: +2 Str / +3 Con Changes resistances: +18% light Changes resistances penetration: +10% light Changes damage: +21% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanirida (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Wil Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +30.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Wil / +2 Mag Changes resistances: +13% darkness / +14% temporal Spell save: +8 (+2 eff.) Maximum mana: +55.00 Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+5 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 189.64 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
spellstreaming hardened leather gloves of magic (+4) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +3% arcane Mana each turn: +0.16 Spellpower: +5 (+5 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.8 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Faliralach the Rootbraid (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes resistances: +8% fire / +3% darkness / +7% cold Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Blindness immunity: +20% Disarm immunity: +10% Pinning immunity: +25% A pointy cloth hat, very wizardly... |
catburglar's drakeskin leather cap of ire (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +6 Dex / +3 Con Changes resistances: +16% darkness Physical save: +9 (+2 eff.) Mental save: +12 (+4 eff.) Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap 'Galereeve' (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +6 Wil Changes resistances: +10% acid / +13% blight / +9% fire / +19% lightning / +10% cold Changes resistances penetration: +20% lightning Changes damage: +15% blight Mental save: +12 (+4 eff.) Infravision radius: +3 A cap made of leather. |
Offaltouch (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 mind Changes stats: +2 Wil Changes resistances: +10% nature Changes resistances penetration: +25% nature / +20% mind Changes damage: +6% mind Critical mult.: +15.00% Spell save: +6 (+1 eff.) Maximum life: +70.00 Maximum psi: +20.00 Healing mod.: +19% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+11 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.55 cold damage and 6.55 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Alyrab the Cracklepyre (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 16 lightning / 12 arcane Changes stats: +3 Cun / +2 Str Changes resistances: +18% lightning Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +3% arcane Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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, costing 182 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. |
Hathugas the Glowire [power 85] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Changes resistances penetration: +10% fire Changes damage: +6% light / +3% fire Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 85 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of charged psionic shield [power 109] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 109 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Arygawyn the Tempestripper [power 37] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Maximum wards: +5 acid / +5 nature / +2 light Changes resistances penetration: +25% lightning / +5% blight Talent granted: +2 Ward It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
natural elven-wood totem of cure ailments [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of thorny skin [power 77] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 77 and armour hardiness by 60%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
warded elven-wood wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +3 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Druavi the Dwarf Berserker level 30
23rd Profit 123rd year of Ascendancy at 03:33 see stats
Against all odds
Killed Ukruk in the ambush.By Druavi the Dwarf Berserker level 29
21st Profit 123rd year of Ascendancy at 05:21 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Druavi the Dwarf Berserker level 17
8th Shortage 122nd year of Ascendancy at 09:47 see stats
Brave new world
Went to the Far East and took part in the war.By Druavi the Dwarf Berserker level 34
15th Loss 123rd year of Ascendancy at 00:14 see stats
Bringer of Doom
Killed a Bringer of Doom.By Druavi the Dwarf Berserker level 20
25th Steel 123rd year of Ascendancy at 22:42 see stats
Destroyer of the creation
Killed Slasul.By Druavi the Dwarf Berserker level 34
27th Loss 123rd year of Ascendancy at 17:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Druavi the Dwarf Berserker level 33
5th Loss 123rd year of Ascendancy at 03:15 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Druavi the Dwarf Berserker level 30
1st Wealth 123rd year of Ascendancy at 03:19 see stats
Exterminator
Killed 1000 creatures.By Druavi the Dwarf Berserker level 14
17th Dearth 122nd year of Ascendancy at 12:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Druavi the Dwarf Berserker level 17
13rd Shortage 122nd year of Ascendancy at 21:07 see stats
Fear me not!
Survived the Fearscape!By Druavi the Dwarf Berserker level 30
22nd Wealth 123rd year of Ascendancy at 13:02 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Druavi the Dwarf Berserker level 20
10th Steel 123rd year of Ascendancy at 23:57 see stats
Level 10
Got a character to level 10.By Druavi the Dwarf Berserker level 10
23rd Profit 122nd year of Ascendancy at 01:38 see stats
Level 20
Got a character to level 20.By Druavi the Dwarf Berserker level 20
15th Iron 123rd year of Ascendancy at 11:19 see stats
Level 30
Got a character to level 30.By Druavi the Dwarf Berserker level 30
21st Profit 123rd year of Ascendancy at 05:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Druavi the Dwarf Berserker level 14
24th Wealth 122nd year of Ascendancy at 09:00 see stats
Size is everything
Did over 1500 damage in one attack.By Druavi the Dwarf Berserker level 32
27th Wealth 123rd year of Ascendancy at 16:13 see stats
Size matters
Did over 600 damage in one attack.By Druavi the Dwarf Berserker level 16
39th Dearth 122nd year of Ascendancy at 00:49 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Druavi the Dwarf Berserker level 33
5th Loss 123rd year of Ascendancy at 05:33 see stats
That was close
Killed your target while having only 1 life left.By Druavi the Dwarf Berserker level 28
18th Profit 123rd year of Ascendancy at 05:17 see stats
The secret city
Discovered the truth about mages.By Druavi the Dwarf Berserker level 15
21st Dearth 122nd year of Ascendancy at 09:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Druavi the Dwarf Berserker level 10
37th Profit 122nd year of Ascendancy at 02:05 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Druavi the Dwarf Berserker level 27
14th Profit 123rd year of Ascendancy at 15:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Druavi the Dwarf Berserker level 16
33rd Dearth 122nd year of Ascendancy at 05:17 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Druavi the Dwarf Berserker level 29
21st Profit 123rd year of Ascendancy at 00:16 see stats
Log
Druavi receives 55 healing.
Rak'shor, Grand Necromancer of the Pride's Blood Grasp hits Druavi for (52 antimagic), 160 blight (160 total damage).
A part of Rak'shor, Grand Necromancer of the Pride's bone shield regenerates.
Druavi hits Skeleton archer for 13 fire damage.
Druavi hits Skeleton archer for 13 fire damage.
Skeleton archer hits Druavi for 2 physical damage.
Skeleton archer hits Druavi for 3 physical damage.
Druavi uses Infusion: Regeneration.
Druavi starts regenerating health quickly.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Skeleton archer shoots!
Greater multi-hued wyrm breathes poison!
Druavi is invigorated by the attack!
Rak'shor, Grand Necromancer of the Pride is poisoned!
Rak'shor, Grand Necromancer of the Pride casts Soul Rot.
Rak'shor, Grand Necromancer of the Pride's spell attains critical power!
Druavi is invigorated by the attack!
Greater multi-hued wyrm hits Bone giant for (59 absorbed), 0 nature (0 total damage).
Greater multi-hued wyrm hits Something for 59 nature damage.
Greater multi-hued wyrm hits Druavi for (35 antimagic), 0 nature (0 total damage).
Greater multi-hued wyrm hits Bone giant for (59 absorbed), 0 nature (0 total damage).
Greater multi-hued wyrm hits Rak'shor, Grand Necromancer of the Pride for (47 to bones), 0 nature (0 total damage).
Greater multi-hued wyrm hits Skeleton archer for 59 nature damage.
Druavi hits Greater multi-hued wyrm for 0 arcane damage.
Druavi hits Skeleton archer for 25 arcane damage.
Skeleton archer's Shoot hits Druavi for 86 physical, (22 antimagic), 0 cold (86 total damage).
Rak'shor, Grand Necromancer of the Pride roars triumphantly.
Saving game...



















































































































