










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 50 / 611% |
| Size | huge |
| Lifes / Deaths | Killed by Emelussra the dragon turtle at level 24 on the 21st Loss 122nd year of Ascendancy at 19:43 0 / 9Killed by ghoulking at level 37 on the 21st Gold 123rd year of Ascendancy at 19:17 Killed by ghoulking at level 41 on the 1st Stralite 123rd year of Ascendancy at 12:11 Killed by Beletta the cave troll at level 42 on the 6th Stralite 123rd year of Ascendancy at 12:34 Killed by Betegata the ancient elven mummy's temporal clone at level 44 on the 26th Stralite 123rd year of Ascendancy at 20:56 Killed by ritch flamespitter at level 46 on the 9th Profit 123rd year of Ascendancy at 17:18 Killed by Poryldana the orc elite fighter at level 50 on the 31st Dearth 123rd year of Ascendancy at 04:38 Killed by Mayeriwen the ritch hive mother at level 50 on the 25th Loss 123rd year of Ascendancy at 14:15 Killed by Xeryth the orc master assassin at level 50 on the 16th Shortage 123rd year of Ascendancy at 02:58 |
Primary Stats
| Strength | 147 (base 60) |
| Dexterity | 88 (base 58) |
| Constitution | 101 (base 65) |
| Magic | 25 (base 8) |
| Willpower | 55 (base 16) |
| Cunning | 64 (base 30) |
Resources
| Life | -311/2120 |
| Stamina | 261/360 |
| Psi | 145/145 |
| Healing Factor | 1.7036838012658 |
| Regeneration | 14.766759380547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +52% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 49.390415961552 |
| See Invisible | 55.390415961552 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 263 |
| Accuracy | 73 |
| Crit Chance | 60% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.6666666666667 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +17% |
| Nature | +35% |
| Physical | +20% |
| Cold | +26% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Cold | +15% |
| Fire | +15% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 74.723073231957 (96.438666929426%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 55 |
| Mental Save | 65 |
Defense: Resistances
| Nature | + 32%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 29%( 70%) |
| Cold | + 58%( 70%) |
| Darkness | + 46%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (5/5)
| 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 691 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 351 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 -1163 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2498 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
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. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by giant carpenter ant. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Zubitha the sandworm destroyer. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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 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: 2118. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision 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. Agrimley the hermit has completed an elixir of serendipity 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 within2 lumberjacks have died. | 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. * You have destroyed Grushnak. * 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 114, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 273.78 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Icenoon [power 362] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +9% cold Psi when hit: +0.20 It can be used to sting an enemy dealing 489 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Heal for 80. * Increase all damage by 20% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | GlacierripCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+5 eff.) Changes stats: +13 Dex / +14 Mag / +6 Con Changes resistances: +9% cold Changes resistances penetration: +15% cold / +15% fire Changes damage: +9% cold Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 5.2 Power cost: 31 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 41% for 5 turns. Rings make your fingers look great! |
| Around waist | HeatqueenInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +13 (+2 eff.) Changes stats: +5 Str / +7 Dex / +4 Cun / +8 Con Changes resistances: +3% fire Critical mult.: +8.00% Physical save: +6 (+1 eff.) Mental crit. chance: +7% See invisible: +6 Size category: +1 A belt that goes around your waist. |
| In main hand | The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 150.96 arcane damage and stunned) Activation costs 76 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | voratun plate armour 'Xanutira' (10 def, 29 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +10 (+4 eff.) Fatigue: +22% Changes stats: +5 Str / +5 Cun / +5 Con Changes resistances: +17% light / +9% fire / +3% cold / +5% arcane / +17% darkness Mental save: +25 (+6 eff.) Disarm immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +20% Maximum life: +78.00 A suit of armour made of metal plates. |
| Cloak | Viperclamor (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +3 Cun / +1 Str Changes resistances: +3% acid / +10% cold Changes resistances penetration: +10% nature / +10% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Gluselaith'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +6 (+2 eff.) Fatigue: -4% Changes stats: +4 Dex / +5 Mag / +4 Wil / +5 Cun / +6 Con / +9 Lck Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 168; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 247; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 247 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 680%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 919%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 919% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 440; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 701; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 701 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; mental; dur 2; cd 15)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: 15 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 effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 32%; physical; dur 3; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 45%; physical; dur 4; cd 13)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: 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 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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 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! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Armolerim the StrikeprophetInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% acid / +3% temporal / +30% light / +3% blight / +3% cold / +6% lightning / +24% darkness Talent masteries: +0.36 Technique / Combat veteran +0.36 Technique / Superiority Mental save: +15 (+3 eff.) Blindness immunity: +49% Confusion immunity: +25% Mindpower: +13 (+5 eff.) Amulets make your neck look great! |
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 Changes resistances: +20% physical 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 27 power out of 35/35) : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 254 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
This item will automatically be transmogrified when you leave the level.Emovea Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 physical Changes stats: +7 Con / +5 Mag Changes resistances: +30% lightning Changes damage: +9% physical Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +50% Only die when reaching: -60.00 life Amulets make your neck look great! |
EreledraderekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Changes stats: +6 Mag Changes resistances: +22% temporal Physical save: +6 (+1 eff.) Pinning immunity: +31% Knockback immunity: +38% Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 See invisible: +18 Amulets make your neck look great! |
Prismwire the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 temporal Changes stats: +9 Dex / +10 Mag / +9 Cun / +9 Con Changes resistances: +12% light Changes resistances penetration: +5% temporal Changes damage: +6% temporal Physical save: +23 (+5 eff.) Spell save: +25 (+7 eff.) Mental save: +25 (+6 eff.) Life regen: +5.00 Stamina each turn: +1.50 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 36/36) : Effective talent level: 4.0 Power cost: 28 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (109). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.12 Technique / Bloodthirst)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.12 Technique / Bloodthirst Pinning immunity: +21% Knockback immunity: +22% Amulets make your neck look great! |
voratun amulet 'Halakath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +4 Dex / +3 Mag / +5 Con Changes resistances: +18% lightning / +9% cold / +12% darkness / +12% mind Reduces incoming crit damage: 15.80% Cut immunity: +80% Healing mod.: +29% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 266 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's gold amulet of perfection (0.19 Technique / Combat techniques,0.19 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Talent masteries: +0.19 Technique / Combat techniques +0.19 Technique / Combat training Stamina each turn: +0.50 Amulets make your neck look great! |
warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Cut immunity: +50% Stamina each turn: +0.30 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
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 8 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. |
Betadherin the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Physical power: +30 (+6 eff.) Defense: +5 (+2 eff.) Changes stats: +10 Dex / +6 Mag / +7 Wil Changes resistances: +24% light Changes damage: +12% light / +15% blight Spellpower: +9 (+1 eff.) Rings make your fingers look great! |
Brandgrind the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Changes resistances: +15% nature / +34% cold Changes resistances penetration: +25% fire Changes damage: +21% acid / +17% cold / +21% fire Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Breniharakan the Chargewreck Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +30 (+10 eff.) Changes stats: +10 Dex Changes resistances: +24% cold Changes damage: +12% lightning Reduces incoming crit damage: 15.52% Disarm immunity: +21% Stun/Freeze immunity: +21% Teleport immunity: +21% Healing mod.: +15% Rings make your fingers look great! |
Galugund the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Damage when hit (Melee): 2 acid Changes stats: +3 Str / +3 Wil Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Psi when hit: +0.12 Maximum life: +24.00 Spellpower: +6 (+1 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
KilnkarmaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Changes stats: +3 Cun Changes resistances: +27% fire Changes damage: +27% acid Stun/Freeze immunity: +32% Life regen: +5.00 Maximum psi: +40.00 Rings make your fingers look great! |
PoredattaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +15% blight Changes damage: +21% arcane Physical save: +15 (+3 eff.) Confusion immunity: +21% Pinning immunity: +21% Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +10 Rings make your fingers look great! |
ShadowdashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +25 (+5 eff.) Defense: +20 (+7 eff.) Changes stats: +5 Dex Changes resistances: +6% darkness / +4% physical Changes damage: +6% lightning Rings make your fingers look great! |
Sleetserpent the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +16 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Dex / +16 Cun / +4 Con Changes resistances: +9% lightning / +6% light / +9% blight Changes damage: +6% cold Spell save: +16 (+5 eff.) Maximum stamina: +26.00 Rings make your fingers look great! |
TreecutInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +13 Str Changes resistances: +9% nature Changes resistances penetration: +15% arcane Changes damage: +15% physical Physical save: +12 (+3 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +44% Rings make your fingers look great! |
UnlightwilterCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Changes stats: +4 Str / +6 Wil / +10 Cun / +6 Con Changes resistances: +9% mind Changes damage: +6% darkness Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 4 tidal wave that expands slowly over 7 turns, dealing 19.25 cold and 18.33 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 46 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Anohad'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +5 Wil Changes resistances: +3% blight / +3% fire Changes damage: +12% acid Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
gold ring 'Airguile'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +56% lightning / +12% fire Changes damage: +16% lightning / +6% cold Disease immunity: +20% Cut immunity: +20% Teleport immunity: +20% Healing mod.: +20% Rings make your fingers look great! |
gold ring 'Tidebait'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +44 (+13 eff.) Changes stats: +7 Cun Changes resistances: +18% acid Changes resistances penetration: +10% blight / +10% cold Physical save: +18 (+4 eff.) Silence immunity: +20% Stun/Freeze immunity: +20% Rings make your fingers look great! |
marksman's steel ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
rogue's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
savior's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Rings make your fingers look great! |
steel ring 'Rotwyrd'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Armour: +10 Changes stats: +6 Dex / +4 Cun / +4 Con Changes resistances: +15% acid Changes damage: +6% nature Stamina each turn: +3.00 Rings make your fingers look great! |
steel ring 'Scorchquench'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +6% lightning / +12% fire / +12% cold Changes resistances penetration: +15% cold / +25% fire Changes damage: +12% lightning / +12% cold Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Blizzardsteel'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 2 mind Changes stats: +9 Str / +10 Mag / +4 Wil / +15 Con Changes resistances: +9% cold Changes resistances penetration: +10% cold Critical mult.: +15.00% Spell save: +38 (+11 eff.) Maximum stamina: +35.00 Rings make your fingers look great! |
warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Dagulin the stralite battleaxe (46-68 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.2 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% Damage (Melee): +24 darkness Damage against: +19% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +11 Dex / +4 Mag Reduces incoming crit damage: 15.00% See invisible: +9 Massive two-handed battleaxes. |
Drake's Bane (45-68 power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
dwarven-steel battleaxe 'Zugorain' (32-47 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +13 nature / +12 blight Damage (radius 2) on crit: +23 acid / +33 nature / +16 blight When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +24 Changes resistances penetration: +14% acid / +14% nature / +9% all Changes damage: +9% arcane / +6% blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun battleaxe of massacre (76-115 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 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: * 37% chance to reduce all saves and defense by 30 Damage (Melee): +23 mind When wielded/worn: Changes stats: +9 Cun / +10 Wil Massive two-handed battleaxes. |
Ivirin the steel greatmaul (29-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Wil Mental save: +3 (+0 eff.) Disarm immunity: +31% Massive two-handed mauls. |
stralite greatmaul 'Tarruchik' (55-82 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +94 fire When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +6% cold / +6% temporal / +5% arcane / +6% light Changes resistances penetration: +27% fire Critical mult.: +10.00% Maximum mana: +20.00 Global speed: +7% Massive two-handed mauls. |
Brightsmasher the voratun greatsword (82-132 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +103 fire When wielded/worn: Changes stats: +19 Con / +16 Wil Changes resistances penetration: +30% fire Changes damage: +3% arcane Critical mult.: +20.00% Spell save: +3 (+1 eff.) Vim when firing critical spell: +1.00 Maximum life: +143.00 Spellpower: +10 (+2 eff.) Global speed: +7% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
Chillnigh (59-94 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +26 blight / +8 mind Damage (radius 1) on hit: +16 cold / +14 fire When wielded/worn: Accuracy: +27 (+7 eff.) Changes stats: +12 Str Changes resistances penetration: +10% mind / +15% cold Changes damage: +9% mind / +16% physical Disease immunity: +27% Massive two-handed swords. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level.Latafayn (68-109 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 8 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Tempestspawn (92-148 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 92.5 - 148.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 nature Damage (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +9% mind / +9% lightning Changes damage: +9% lightning / +12% mind Massive two-handed swords. |
Winterclamor the voratun greatsword (61-98 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 cold Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +4 mind / +8 cold When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +21 Changes stats: +3 Wil Changes resistances: +6% lightning / +6% cold Changes resistances penetration: +20% cold / +19% physical Massive two-handed swords. |
dwarven-steel greatsword 'Lightvengeance' (64-102 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 nature Damage (radius 2) on crit: +12 light When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +6% light Changes damage: +6% light Light radius: +1 Massive two-handed swords. |
dwarven-steel greatsword 'Suntouch' (38-60 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 10% chance to reduce damage dealt by 24% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Changes resistances: +21% fire Changes resistances penetration: +12% all Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun greatsword of phasing (64-102 power, 39 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +39 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 5 Damage Shield penetration (this weapon only): +19% Damage (Melee): +21 blight When wielded/worn: Disease immunity: +39% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick stralite greatsword of evisceration (50-80 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Changes stats: +7 Dex Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of massacre (74-119 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+7 eff.) Changes stats: +7 Dex Combat speed: +10% Massive two-handed swords. |
stormbringer's voratun greatsword of massacre (74-119 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +37 lightning / +30 cold When wielded/worn: Changes resistances penetration: +27% lightning / +24% cold Movement speed: +49% Massive two-handed swords. |
stralite greatsword 'Dreyafast' (49-78 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 30 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +19 Changes resistances: +5% arcane / +15% temporal Changes resistances penetration: +16% physical Changes damage: +15% arcane / +18% temporal Massive two-handed swords. |
stralite greatsword 'Emelarianor' (48-77 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 nature When wielded/worn: Physical crit. chance: +13.0% Physical power: +22 (+4 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Mag / +7 Con Changes resistances penetration: +13% physical Disarm immunity: +14% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Massive two-handed swords. |
voratun greatsword 'Serpenthunter' (62-98 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +9 Cun Changes damage: +9% nature Critical mult.: +69.00% Equilibrium when hit: +0.16 Mindpower: +30 (+10 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of evisceration (62-99 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+3 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.fungal dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +20 Changes stats: +5 Con Changes resistances penetration: +17% all Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 314 life over 5 turns Activation puts all charms on cooldown for 16 turns. Longbows are used to shoot arrows at your foes. |
Gloombolt (42-58 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 24% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Physical crit. chance: +30.0% Defense: +12 (+4 eff.) Changes stats: +1 Con Changes resistances penetration: +5% physical Critical mult.: +35.00% Disarm immunity: +45% Stamina each turn: +3.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.manaburning voratun longsword of dampening (42-59 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 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% On weapon hit: * 15 arcane resource burn When wielded/worn: Changes resistances: +14% acid / +10% lightning / +15% cold / +16% fire / +9% all Spell save: +11 (+4 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite longsword (30-43 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 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% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun mace of massacre (56-79 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 56.5 - 79.1 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 crit: * Deals 83 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hateful pulsing mindstar of clarity (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% mind / +10% darkness Changes damage: +11% mind / +16% darkness Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Maximum hate: +5.00 Maximum psi: +38.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Glarepain the elven-wood starstaff (25-30 power, 5 apr, light element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +20 (+4 eff.) Armour: +10 Changes stats: +5 Mag / +3 Wil / +7 Con Changes resistances penetration: +10% blight Changes damage: +25% light Talent granted: +1 Command Staff Spell save: +9 (+3 eff.) Life regen: +1.70 Stamina each turn: +3.10 Vim when firing critical spell: +2.07 Spellpower: +29 (+5 eff.) Spell crit. chance: +4% Light radius: +3 Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone magestaff of might (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: Defense: +20 (+7 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +13% Damage Shield penetration: +27% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone starstaff of fate (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +9.0% Physical power: +8 (+1 eff.) Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +12 (+3 eff.) Spellpower: +22 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 46 power out of 150/150) : Effective talent level: 3.0 Power cost: 46 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 106.31. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Serpentsteel (32-45 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 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% Damage (Melee): +12 arcane Damage (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 21% chance to slow global speed by 57% Changes stats: +8 Dex / +4 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances penetration: +26% arcane Disarm immunity: +44% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.arcing stralite waraxe of massacre (44-61 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 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: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe of massacre (51-71 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 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% Damage (radius 2) on crit: +85 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% One-handed war axes. |
Beloyabeth the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -17% Changes stats: +6 Dex / +4 Mag / +5 Cun / +9 Lck Changes resistances: +12% acid Changes resistances penetration: +15% temporal Trap disarming bonus: +30 Stealth bonus: +13 Maximum encumbrance: +113 Vim when firing critical spell: +2.00 Infravision radius: +5 A belt that goes around your waist. |
EmybaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +6% acid / +6% mind Changes resistances penetration: +25% acid Changes damage: +27% acid / +15% mind Physical save: +15 (+3 eff.) Mindpower: +9 (+3 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
ZanivorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Spell save: +6 (+2 eff.) Stamina each turn: +1.00 Size category: +1 A belt that goes around your waist. |
balancing hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Cun / +4 Dex Mental crit. chance: +8% A belt that goes around your waist. |
drakeskin leather belt 'Elenimarab'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +5 Con Changes resistances: +6% acid / +3% light / +6% blight / +3% fire / +9% lightning Critical mult.: +10.00% Spell save: +9 (+3 eff.) Mental save: +13 (+3 eff.) Maximum life: +59.00 Maximum psi: +30.00 Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Iveldawen'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Fatigue: -6% Changes stats: +6 Wil Changes resistances: +8% fire / +8% cold Maximum encumbrance: +35 Spell save: +10 (+3 eff.) Psi when hit: +0.08 Maximum hate: +2.00 Mindpower: +15 (+5 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Emelowen the Glimmerrock (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +13% arcane / +15% light Changes damage: +9% blight / +20% arcane / +9% light Critical mult.: +20.00% Maximum mana: +89.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salakira the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voryma the Curezeal (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun / +1 Con Changes resistances: +3% nature Changes resistances penetration: +20% lightning Changes damage: +9% nature Physical save: +8 (+2 eff.) Mental save: +8 (+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. |
linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.shimmering cashmere robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +16% arcane Mana each turn: +0.21 Maximum mana: +109.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Horek the Sunwaker (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 10 light Changes resistances: +9% light / +21% acid Changes resistances penetration: +25% nature Changes damage: +24% light Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isabeth (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Dex / +7 Mag / +3 Wil / +10 Lck Changes resistances: +3% lightning / +3% fire Stealth bonus: +14 Spell save: +6 (+2 eff.) Mental save: +15 (+3 eff.) Teleport immunity: +20% Lowers spell cool-downs by: 10% Healing mod.: +5% It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 19 turns. A pair of boots made of leather. |
Islorawe the Rimeward (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Str / +2 Con Changes resistances penetration: +5% cold Maximum encumbrance: +22 Physical save: +5 (+1 eff.) See invisible: +6 A pair of boots made of leather. |
Isuthra the pair of hardened leather boots (20 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Changes stats: +2 Str / +3 Con Reduces incoming crit damage: 10.00% Cut immunity: +20% Spellpower: +8 (+1 eff.) Healing mod.: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +7% temporal Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
pair of dwarven-steel boots 'Ebonykill' (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +12% acid / +12% temporal / +15% light / +5% arcane Changes damage: +15% darkness Reduces incoming crit damage: 15.00% Poison immunity: +20% Maximum life: +60.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
undeterred pair of voratun boots of evasion (18 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+6 eff.) Fatigue: +4% Silence immunity: +46% Confusion immunity: +33% Stun/Freeze immunity: +38% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balundil the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Effects on melee hit: * 15% chance to reduce all saves and defense by 30 Damage (Melee): 9 arcane / 10 mind / 16 darkness Changes stats: +4 Str / +5 Mag / +6 Wil Changes resistances: +6% arcane Changes damage: +4% arcane Mental save: -12 (-3 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polossra (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +8 Str / +7 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+3 eff.) Life regen: +10.60 Stamina each turn: +4.30 Psi each turn: +0.26 Maximum stamina: +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 244.44 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. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Terand (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 14% Damage (Melee): 12 mind Effects when hit in melee: * 32 arcane resource burn Changes stats: +4 Cun Changes resistances: +6% mind / +15% acid Changes damage: +9% mind / +9% acid Spell save: +19 (+6 eff.) Life regen: +4.50 Stamina each turn: +0.90 Psi each turn: +0.24 Equilibrium when hit: +0.12 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Mental save: +8 (+2 eff.) Maximum life: +72.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Dawnsin' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes stats: +1 Str Changes resistances: +6% cold Changes resistances penetration: +5% light Changes damage: +12% light / +4% cold See invisible: +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 dexterity (+4) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +3 Effects when hit in melee: * 27 arcane resource burn Changes stats: +4 Dex Spell save: +20 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethuwen (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Dex / +4 Con Changes resistances: +8% cold Allows you to breathe in: water Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Mindpower: +30 (+10 eff.) Mental crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 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. |
Eclipsewrest (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 6 darkness Changes stats: +12 Str / +12 Wil Changes resistances: +6% acid / +14% physical / +3% light Physical save: +16 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +9 (+2 eff.) Light radius: +2 A cap made of leather. |
Glitterdeath (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Wil Changes resistances: +8% lightning / +6% temporal Changes damage: +3% light A cap made of leather. |
Glow's kiss the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +3% light Physical save: +10 (+2 eff.) Light radius: +1 Infravision radius: +2 A cap made of leather. |
Gyta (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +1 Str Changes resistances: +16% lightning / +9% acid Changes resistances penetration: +15% acid Changes damage: +11% lightning Critical mult.: +5.00% Physical save: +9 (+2 eff.) A pointy cloth hat, very wizardly... |
Healoath the dwarven-steel helm (25 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +25 (+9 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 4 nature Changes stats: +3 Dex / +5 Wil / +3 Con Changes resistances: +7% blight Changes resistances penetration: +10% physical Mental save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Islysetta the Carriontouch (0 def, 5 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% nature / +24% cold / +6% darkness / +9% fire Changes resistances penetration: +25% nature Changes damage: +6% nature Allows you to breathe in: water Spell save: +19 (+6 eff.) Poison immunity: +10% Maximum life: +191.00 Healing mod.: +38% A cap made of leather. |
Koradas the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Str Changes resistances: +6% lightning / +6% temporal Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% A cap made of leather. |
Marderig the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Fatigue: +3% Changes resistances: +8% nature Spell save: +3 (+1 eff.) Mental save: +18 (+4 eff.) Only die when reaching: -80.00 life Maximum life: +63.00 Maximum stamina: +30.00 Maximum psi: +30.00 Healing mod.: +14% A cap made of leather. |
Rainqueller (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 57% Changes stats: +3 Str / +3 Wil Changes resistances: +6% acid / +6% fire / +6% temporal Changes resistances penetration: +20% cold Mental save: +11 (+2 eff.) Light radius: +1 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.drakeskin leather cap 'Hailmoon' (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 2 blight Changes stats: +9 Cun / +9 Dex Changes resistances: +19% acid / +15% fire / +13% lightning / +24% cold Changes resistances penetration: +20% cold A cap made of leather. |
drakeskin leather cap 'Pitchmaim' (12 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +11 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +11 Wil / +10 Cun Changes resistances: +18% blight / +6% darkness Changes resistances penetration: +5% darkness / +20% blight Mental save: +15 (+3 eff.) Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Pitchmaim' (12 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +11 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +11 Wil / +10 Cun Changes resistances: +18% blight / +6% darkness Changes resistances penetration: +5% darkness / +20% blight Mental save: +15 (+3 eff.) Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Pitchmaim' (12 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +11 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +11 Wil / +10 Cun Changes resistances: +18% blight / +6% darkness Changes resistances penetration: +5% darkness / +20% blight Mental save: +15 (+3 eff.) Infravision radius: +4 A cap made of leather. |
dwarven-steel helm 'Heatstun' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +6 Str / +11 Wil Changes resistances: +12% fire / +9% light / +16% physical Changes damage: +6% fire Physical save: +11 (+2 eff.) Stun/Freeze immunity: +20% 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.elven-silk wizard hat 'Getuzilahad' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +13 Wil / +12 Con Changes resistances: +30% lightning / +16% mind Changes damage: +20% lightning Reduces incoming crit damage: 15.52% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A pointy cloth hat, very wizardly... |
insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +7% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +20% light / +14% darkness Stamina when hit: +1.80 Equilibrium when hit: +0.90 A cap made of leather. |
rough leather cap 'Charward' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 2 fire Changes stats: +2 Wil Changes resistances: +6% cold Changes damage: +3% fire Allows you to breathe in: water Critical mult.: +10.00% Maximum hate: +2.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm of ire (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Physical save: +11 (+2 eff.) Mental save: +9 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Abyssgrinder (23 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +8 Defense: +23 (+8 eff.) Fatigue: +12% Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +3 Con Changes resistances: +23% lightning Changes damage: +15% physical A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 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 (+4 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 38 power out of 80/80) : Effective talent level: 3.0 Power cost: 38 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 30.46 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. |
Xanobeth the voratun mail armour (5 def, 38 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +38 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +2 Mag / +2 Wil / +4 Con Changes resistances: +16% acid / +8% physical / +10% fire / +8% lightning / +18% cold Allows you to breathe in: water Reduces incoming crit damage: 10.00% Mana each turn: +0.04 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
dwarven-steel mail armour 'Cuthistir' (3 def, 16 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% acid / +10% physical / +10% lightning / +9% fire / +5% arcane / +10% cold Changes damage: +15% blight Spell save: +18 (+6 eff.) Maximum life: +100.00 Damage Shield penetration: +30% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +2.00 Maximum life: +56.00 Healing mod.: +13% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fearforged voratun mail armour of stability (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +23% Changes stats: +10 Con Changes resistances: +8% physical / +12% fire / +15% darkness / -11% light Physical save: +19 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +10 (+2 eff.) A suit of armour made of mail. |
hardened voratun mail armour of Eyal (5 def, 18 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +5% physical / +10% cold / +7% lightning / +13% fire Life regen: +7.00 Maximum life: +57.00 Healing mod.: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +20 (+4 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +7 Str / +5 Mag / +7 Wil Changes resistances: +14% lightning / +18% light / +17% darkness Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Mindpower: +25 (+9 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
stralite mail armour 'Splendourquench' (13 def, 23 armour)Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +23 Defense: +13 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 2 temporal Changes stats: +3 Cun / +2 Mag Changes resistances: +9% acid / +25% temporal / +9% lightning / +9% cold / +9% fire / +9% physical Changes resistances penetration: +10% blight Changes damage: +15% temporal Mental save: +15 (+3 eff.) Light radius: +3 Damage Shield penetration: +30% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Layuratira the cured leather armour (20 def, 8 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +20 (+7 eff.) Fatigue: +7% Changes stats: +5 Str / +4 Dex / +2 Cun Changes resistances: +11% nature / +12% blight Physical save: +7 (+1 eff.) Mental save: +10 (+2 eff.) A suit of armour made of leather. |
Yvyta (9 def, 7 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +4 Cun / +4 Dex Changes resistances: +11% light / +11% darkness / +6% mind Changes resistances penetration: +5% mind Life regen: +4.10 Maximum life: +35.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating reinforced leather armour of delving (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Str Changes resistances: +15% darkness / +9% physical Life regen: +4.90 Stamina each turn: +1.20 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 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.volcanic drakeskin leather armour (20 def, 15 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +30% fire / +23% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Cloudquarry (0 def, 31 armour) Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +31 Fatigue: +15% Effects on melee hit: * 10% chance to reduce armor by 14% Damage when hit (Melee): 4 lightning Changes resistances: +9% lightning / +6% temporal / +3% light / +10% fire / +28% acid / +8% physical / +20% cold / +5% arcane / +3% darkness Allows you to breathe in: water Physical save: +11 (+2 eff.) A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Massive armour training - Strength 52 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 (+3 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 309.60 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 Activation costs 19 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. |
Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+7 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+9 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Emuwe (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +11 Fatigue: +22% Changes stats: +5 Str Changes resistances: +21% lightning Stamina each turn: +3.00 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 19 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
This item will automatically be transmogrified when you leave the level.Thunderworth the voratun plate armour (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% Damage when hit (Melee): 8 lightning Changes stats: +6 Wil Changes resistances: +5% arcane Critical mult.: +20.69% Equilibrium when hit: +0.24 Maximum life: +60.00 Maximum psi: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Windenvy the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 2 cold Changes resistances: +6% acid / +8% physical / +6% lightning / +22% fire / +9% nature / +23% cold Changes resistances penetration: +15% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +23% A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of Eyal (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +4 Cun / +5 Wil Mental save: +14 (+3 eff.) Life regen: +7.00 Maximum life: +37.00 Healing mod.: +10% A suit of armour made of metal plates. |
radiant voratun plate armour of the dragon (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% Changes stats: +4 Wil Changes resistances: +12% acid / +11% physical / +21% darkness / +18% blight / +7% fire / +10% lightning / +11% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +33% Knockback immunity: +40% Light radius: +1 A suit of armour made of metal plates. |
voratun plate armour 'Eleda' (0 def, 29 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Fatigue: +16% Changes stats: +2 Str / +2 Wil Changes resistances: +12% acid / +12% cold / +10% mind / +5% arcane Changes resistances penetration: +25% arcane Allows you to breathe in: water Physical save: +11 (+2 eff.) Mental save: +19 (+4 eff.) Infravision radius: +1 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
voratun shield 'Rhabers' (30 def, 25 armour, 193 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +25 Defense: +30 (+10 eff.) Fatigue: +8% Changes stats: +3 Str / +11 Dex Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful voratun shield of physical resistance (+6%) (0 def, 10 armour, 194 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +6% fire / +14% light / +17% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.barbed quiver of ash arrows of wind (21/21, 36-50 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 36.0 - 50.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 223 physical damage On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of dragonbone arrows of daylight (51/51, 62-88 power, 36 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +3.0% Capacity: 51 Turns elapse between self-loadings: 1 Damage (Ranged): +21 light Damage against: +33% Undead Arrows are used with bows to pierce your foes to death. |
13 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. |
1724 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. |
12 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 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. |
10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Emelenn the Blindreeve (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Wil / +2 Cun Changes resistances: +11% nature Changes resistances penetration: +5% cold Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
14 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. |
4 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) 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: 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. |
Blazespawn the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Mag / +9 Wil Changes resistances penetration: +20% blight / +20% arcane / +25% lightning Changes damage: +7% mind Spell save: +12 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Loammistress the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% cold Mental save: +6 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 See stealth: +7 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Hellsusher'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 21 fire Changes resistances: +7% fire / +9% darkness / +3% light Changes damage: +10% light / +9% fire Damage affinity(heal): +5% light Spell save: +9 (+3 eff.) Mental save: +14 (+3 eff.) Knockback immunity: +20% Mindpower: +7 (+3 eff.) Mental crit. chance: +7% Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 45.56 light damage. At talent level 3 you gain 9% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's dwarven lantern of the zealotInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +11 (+4 eff.) Mental save: +8 (+2 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +6% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 14 power out of 35/35) : Effective talent level: 2.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 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. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 76 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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 WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
58 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. |
3 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. |
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. |
23 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 153 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 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.elemental pouch of voratun shots of accuracy (20/20, 56-68 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.5 - 67.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +24 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
Galefist the dwarven-steel torque of mindblast [power 220] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +12% lightning Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +18% fire / +9% darkness It can be used to blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 76 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Aerona the elven-wood totem of summon tentacle [power 300] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +6 Changes damage: +3% physical Equilibrium when hit: +0.16 Psi when hit: +0.08 Only die when reaching: -20.00 life It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 600 Base Damage: 356 Armor: 15 All Resist: 22 Activation puts all charms on cooldown for 19 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tysta [power 33] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +7 Con Changes resistances: +5% physical Changes damage: +6% physical Stamina each turn: +2.00 It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Unretir [power 434] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Defense: +25 (+9 eff.) Changes stats: +9 Cun / +3 Str Changes resistances penetration: +15% physical Critical mult.: +15.00% Mental crit. chance: +6% Infravision radius: +3 It can be used to sting an enemy dealing 586 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Elulravena' [power 440] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Wil Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to sting an enemy dealing 594 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 25% for 2 turns. * Reduce fatigue by 54% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 100 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 27 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Mehir [power 278] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Changes resistances: +6% blight Changes resistances penetration: +5% acid Changes damage: +9% acid 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 16 turns. When used: * Heal for 30. * Reduce fatigue by 31% for 2 turns. * 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. |
soothing elm wand of lightning storm [power 116] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (118 total damage) Activation puts all charms on cooldown for 12 turns. When used: * Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 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. |
4 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
8 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. |
19 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. |
9 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Names are hard the Dwarf Berserker level 42
3rd Stralite 123rd year of Ascendancy at 21:40 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Names are hard the Dwarf Berserker level 25
24th Loss 122nd year of Ascendancy at 00:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Names are hard the Dwarf Berserker level 42
2nd Stralite 123rd year of Ascendancy at 04:26 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Names are hard the Dwarf Berserker level 50
26th Wealth 123rd year of Ascendancy at 23:37 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Names are hard the Dwarf Berserker level 45
14th Voratun 123rd year of Ascendancy at 14:09 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Names are hard the Dwarf Berserker level 23
19th Loss 122nd year of Ascendancy at 21:19 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By Names are hard the Dwarf Berserker level 32
8th Steel 123rd year of Ascendancy at 07:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Names are hard the Dwarf Berserker level 30
26th Shortage 122nd year of Ascendancy at 02:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Names are hard the Dwarf Berserker level 44
11st Stralite 123rd year of Ascendancy at 08:23 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Names are hard the Dwarf Berserker level 32
6th Steel 123rd year of Ascendancy at 18:57 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Names are hard the Dwarf Berserker level 22
17th Loss 122nd year of Ascendancy at 17:12 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Names are hard the Dwarf Berserker level 36
12nd Gold 123rd year of Ascendancy at 02:28 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Names are hard the Dwarf Berserker level 36
19th Gold 123rd year of Ascendancy at 13:46 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Names are hard the Dwarf Berserker level 25
23rd Loss 122nd year of Ascendancy at 23:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Names are hard the Dwarf Berserker level 10
1st Acquisition 122nd year of Ascendancy at 15:35 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Names are hard the Dwarf Berserker level 20
3rd Loss 122nd year of Ascendancy at 23:47 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Names are hard the Dwarf Berserker level 30
20th Shortage 122nd year of Ascendancy at 12:41 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Names are hard the Dwarf Berserker level 40
27th Gold 123rd year of Ascendancy at 18:15 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Names are hard the Dwarf Berserker level 50
14th Wealth 123rd year of Ascendancy at 09:35 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Names are hard the Dwarf Berserker level 50
26th Loss 123rd year of Ascendancy at 09:44 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Names are hard the Dwarf Berserker level 30
16th Iron 123rd year of Ascendancy at 23:16 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Names are hard the Dwarf Berserker level 33
28th Steel 123rd year of Ascendancy at 16:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Names are hard the Dwarf Berserker level 20
12nd Loss 122nd year of Ascendancy at 07:51 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Names are hard the Dwarf Berserker level 44
10th Voratun 123rd year of Ascendancy at 22:51 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Names are hard the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 22:09 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Names are hard the Dwarf Berserker level 25
24th Loss 122nd year of Ascendancy at 00:20 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Names are hard the Dwarf Berserker level 23
19th Loss 122nd year of Ascendancy at 05:27 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Names are hard the Dwarf Berserker level 9
31st Voratun 122nd year of Ascendancy at 03:34 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Names are hard the Dwarf Berserker level 25
24th Loss 122nd year of Ascendancy at 00:20 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Names are hard the Dwarf Berserker level 27
12nd Shortage 122nd year of Ascendancy at 06:37 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Names are hard the Dwarf Berserker level 32
30th Iron 123rd year of Ascendancy at 05:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Names are hard the Dwarf Berserker level 13
4th Profit 122nd year of Ascendancy at 02:58 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Names are hard the Dwarf Berserker level 46
17th Profit 123rd year of Ascendancy at 05:27 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Names are hard the Dwarf Berserker level 31
29th Iron 123rd year of Ascendancy at 07:02 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Names are hard the Dwarf Berserker level 23
20th Loss 122nd year of Ascendancy at 00:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Names are hard the Dwarf Berserker level 15
9th Profit 122nd year of Ascendancy at 11:58 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Names are hard the Dwarf Berserker level 50
25th Loss 123rd year of Ascendancy at 14:15 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Names are hard the Dwarf Berserker level 41
1st Stralite 123rd year of Ascendancy at 12:04 see stats
Log
Names are hard stops burning.
Names are hard uses Infusion: Regeneration.
Names are hard starts regenerating health quickly.
Xeryth the orc master assassin activates Insidious Poison.
Xeryth the orc master assassin deactivates Crippling Poison.
Xeryth the orc master assassin uses Venomous Strike.
Xeryth the orc master assassin performs a melee critical strike against Names are hard!
Names are hard is poisoned!
Names are hard instinctively hardens her skin and ignores the attack!
Names are hard repels an attack from Xeryth the orc master assassin.
Names are hard is poisoned!
Names are hard slows down.
Melee retaliation hits Xeryth the orc master assassin for 9 cold, 26 fire (34 total damage).
Xeryth the orc master assassin hits Names are hard for 271 nature damage.
Liselrann the orc pyromancer casts Temporal Bolt.
Talent Blinding Speed is ready to use.
Deadly Poison from Xeryth the orc master assassin hits Names are hard for 27 nature damage.
Poison from Xeryth the orc master assassin hits Names are hard for 59 nature damage.
Liselrann the orc pyromancer hits Names are hard for 219 temporal damage.
Xeryth the orc master assassin uses Dual Strike.
Xeryth the orc master assassin performs a melee critical strike against Names are hard!
Poison bursts out of Names are hard's corpse!
Xeryth the orc master assassin roars triumphantly.
Names are hard resists the stunning strike!
Xeryth the orc master assassin performs a melee critical strike against Names are hard!
Melee retaliation hits Xeryth the orc master assassin for 6 cold, 17 fire, 6 cold, 17 fire (46 total damage).
Xeryth the orc master assassin hits Names are hard for 331 physical, 60 fire (391 total damage).
Names are hard the level 50 dwarf berserker was combusted to death by Xeryth the orc master assassin on level 1 of Vor Pride.
Names are hard's rage subsides!
Names are hard no longer revels in blood quite so much.








































































































































































































