












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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 | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 43 / 1% |
| Size | huge |
| Lifes / Deaths | Killed by orc high pyromancer at level 34 on the 62nd Pyre 123rd year of Ascendancy at 07:16 / 2Killed by forge-giant at level 43 on the 1st Allure 124th year of Ascendancy at 03:15 |
Primary Stats
| Strength | 141 (base 64) |
| Dexterity | 28 (base 11) |
| Constitution | 34 (base 13) |
| Magic | 36 (base 10) |
| Willpower | 90 (base 66) |
| Cunning | 79 (base 53) |
Resources
| Life | -11/1566 |
| Hate | 32/100 |
| Healing Factor | 1.0033633970967 |
| Regeneration | 0.25084084927417 |
Speed
| Mental | +62% |
| Attack | +12% |
| Movement | +450.9468743596% |
| Spell | +12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 40.818748253988 |
| See Invisible | 45.818748253988 |
Offense: Mainhand
| Damage | 278 |
| Accuracy | 43 |
| Crit Chance | 51% |
| APR | 12 |
| Speed | 0.49 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 34% |
| Speed | 0.89285714285714 |
Offense: Mind
| Mindpower | 72 |
| Crit Chance | 39% |
| Speed | 0.89285714285714 |
Offense: Damage Bonus
| Blight | +48% |
| Physical | +94% |
| Mind | +45% |
| All | +30% |
| Lightning | +51% |
| Light | +64% |
| Temporal | +45% |
| Fire | +40% |
| Nature | +36% |
Offense: Damage Penetration
| Light | +10% |
| Mind | +10% |
| Fire | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 47.317011280365 (73.452380952381%) |
| Defense | 37 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 40 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 10%( 75%) |
| Cold | + 5%( 70%) |
| All | -2%( 70%) |
| Darkness | + 29%( 80%) |
| Light | + 32%( 70%) |
| Temporal | + 32%( 70%) |
| Physical | + 13%( 70%) |
| Lightning | + 61%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Pinning Resistance | 54% |
| Confusion Resistance | 85% |
| Fear Resistance | 50% |
| Knockback Resistance | 78% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/6)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 883% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 464 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 507 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 7 turns. While Heroism is active, you will only die when reaching -1004 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| detrimental effect | The target is on fire, taking 50.93 fire damage per turn. Burning |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | The target is recovering 45 life each turn. Recovery |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Cursed Form |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 47/47 damage shrugged off this turn) Rampaging |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 400. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed multi-hued wyrm scale. * You've found the needed length of troll intestine. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* 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 | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+3 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 20 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 64 power out of 150/150) : Effective talent level: 4.0 Power cost: 64 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 23.14 cold damage and 34.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| On hands | Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 10 power out of 12/12) : Effective talent level: 6.0 Power cost: 10 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 99.59 fire damage and 92.48 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Tool | Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 16 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | PyrewellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +7 (+1 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 20 fire Changes resistances: +28% lightning / +3% light Changes resistances penetration: +10% nature Changes damage: +14% lightning / +6% nature / +9% light / +6% all Spellpower: +8 (+4 eff.) Mindpower: +11 (+2 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 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 38% for 5 turns. Rings can have magical properties. |
| On fingers | gladiator's gold ring of the mountain (+15%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +15% physical Changes damage: +15% physical Rings can have magical properties. |
| Around neck | stabilizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% temporal Blindness immunity: +22% Pinning immunity: +34% Knockback immunity: +28% Infravision radius: +5 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
| In main hand | Colaryem (Corpses) (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 125% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Corpses This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| Around waist | balancing hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Dex / +3 Wil / +4 Cun Mental save: +8 (+2 eff.) Maximum life: +58.00 Mental crit. chance: +5% A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+7 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 100.15 to 125.19 light damage (based on Willpower and Cunning), costing 10 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | cashmere cloak 'Lisuwen' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +6 Wil Changes resistances: +7% acid / +6% fire / +7% cold / +7% lightning Changes damage: +18% blight Mana each turn: +0.12 Vim when firing critical spell: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+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 40 power out of 80/80) : Effective talent level: 3.0 Power cost: 40 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 58.49 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. |
Inventory
healing infusion of the psychic (heal 327)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 and cleanse 1 wound and 1 poison effect. 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 ability. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+6 for 10 turns, die at -338) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -338 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+12 for 11 turns, die at -702)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 11 turns. While Heroism is active, you will only die when reaching -702 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (46 nature damage, 25% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 46.20 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion (602% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (564% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 446 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 359 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 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 ability. |
regeneration infusion of the warrior (heal 712 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 712 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 5; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 17%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 16%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 34%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 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 34% for 4 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 ability. |
wild infusion of the sneak (resist 31%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 31% for 5 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 ability. |
Rune of the Rift (510.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Inflicts 739.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.controlled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 11 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune (498 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 166.10 to 498.30 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 9; power 34; dur 6) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 186 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 107 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 70) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune (radius 11; dur 20; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 17) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level.archmage's voratun amulet of murder Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Changes stats: +3 Mag Changes damage: +4% acid / +6% fire / +6% lightning / +6% cold Critical mult.: +15.00% Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.archmage's voratun amulet of perfection (0.32 Cursed / Strife,0.32 Cursed / Endless hunt) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% acid / +6% fire / +5% lightning / +6% cold Talent masteries: +0.32 Cursed / Strife +0.32 Cursed / Endless hunt Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
clarifying gold amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +10% mind Confusion immunity: +28% Amulets can have magical properties. |
cleansing copper amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature / +12% blight Poison immunity: +23% Disease immunity: +22% Amulets can have magical properties. |
cleansing stralite amulet of murderInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Changes resistances: +25% nature / +17% blight Critical mult.: +16.00% Poison immunity: +42% Disease immunity: +24% Amulets can have magical properties. |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Ulfastir'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +7% physical / +6% mind / +6% temporal Changes resistances penetration: +5% mind Stamina each turn: +0.20 Amulets can have magical properties. |
insulating gold amulet of mastery (0.14 Cursed / Rampage)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% cold / +13% fire Talent mastery: +0.14 Cursed / Rampage Amulets can have magical properties. |
savior's gold amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Physical save: +11 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +10 (+2 eff.) Amulets can have magical properties. |
stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
wanderer's gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to blind * 6% chance to inflict 15% damage reduction Changes stats: +5 Dex / +5 Cun / +6 Con Changes damage: +7% light / +7% darkness Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str / +5 Dex / +5 Wil Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
IsleriannCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Fatigue: -2% Changes stats: +2 Str / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Manokaltholar the AirsmasherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes damage: +6% blight Mental save: +6 (+1 eff.) Confusion immunity: +21% Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Siloyalaith the SparksparCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 darkness / 20 lightning Changes stats: +5 Cun Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.78 cold and 36.98 physical damage (based on Willpower) each turn and knocking opponents back, costing 48 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 22 light Changes stats: +4 Wil / +5 Mag Spellpower: +7 (+3 eff.) Rings can have magical properties. |
copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.gladiator's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +7 Str / +7 Con Life regen: +0.90 Maximum life: +67.00 Healing mod.: +21% Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
painweaver's stralite ring of corrosion (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances: +28% acid Changes damage: +14% acid / +5% all Spellpower: +9 (+4 eff.) Mindpower: +13 (+2 eff.) Rings can have magical properties. |
psionicist's gold ring of lightning (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +8 (+2 eff.) Rings can have magical properties. |
psionicist's steel ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +8 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
rogue's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +12 (+5 eff.) Changes stats: +6 Cun Spellpower: +5 (+3 eff.) Mindpower: +8 (+1 eff.) Rings can have magical properties. |
sneakthief's gold ring of light (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +30% light Changes damage: +15% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.solipsist's voratun ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Disarm immunity: +24% Pinning immunity: +35% Knockback immunity: +31% Maximum life: +38.00 Mindpower: +10 (+2 eff.) Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
steel ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +14% acid / +16% fire / +11% cold / +10% lightning Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Cun / +5 Con Physical save: +10 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
voratun ring 'Deepsscar'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 13% chance to cause random gloom * 30% chance to inflict 15% damage reduction Damage (Melee): 18 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +5 Cun / +6 Dex Changes resistances: +10% nature / +9% blight Changes damage: +3% darkness Poison immunity: +22% Disease immunity: +22% Pinning immunity: +15% Knockback immunity: +15% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +0.70 Maximum life: +72.00 Healing mod.: +14% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.30 Maximum life: +95.00 Healing mod.: +19% Rings can have magical properties. |
wizard's steel ring of lightning (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% lightning Changes damage: +10% lightning Spell save: +6 (+2 eff.) Rings can have magical properties. |
Drake's Bane (Madness) (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Madness 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. |
Khulmanar's Wrath (Nightmares) (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Nightmares It can be used to activate talent Infernal Breath (costing 28 power out of 35/35) : Effective talent level: 3.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 303.49 fire damage, and flames will be left dealing a further 70.96 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
This item will automatically be transmogrified when you leave the level.arcing stralite battleaxe of rage (Corpses) (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +5 Str Changes damage: +13% physical Stamina when hit: +3.00 Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun battleaxe of persecution (Misfortune) (58.5-87.75 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +23 fire Damage against: +20% Unnatural When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +14% fire Global speed: +6% Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.caustic stralite battleaxe of shearing (Shrouds) (40.5-60.75 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour by 30% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +16% acid / +13% physical Changes damage: +12% physical Life regen: +3.00 Curse of Shrouds Massive two-handed battleaxes. |
inquisitor's voratun battleaxe of massacre (Shrouds) (68-102 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn On weapon crit: * burns latent spell energy Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.slime-covered voratun battleaxe of persecution (Shrouds) (58-87 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% Damage against: +19% Unnatural When wielded/worn: Changes stats: +6 Wil Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe of ruin (Shrouds) (44.5-66.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +9.0% Critical mult.: +20.00% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite battleaxe of dampening (Corpses) (45.5-68.25 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +20 mind When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +21% acid / +16% fire / +16% cold / +10% lightning Spell save: +16 (+6 eff.) Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite battleaxe of crippling (Madness) (45-67.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +16 Physical crit. chance: +12.0% Changes resistances penetration: +13% physical Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun battleaxe (Corpses) (57.5-86.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +19 Changes resistances penetration: +14% physical Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun battleaxe of evisceration (Misfortune) (58.5-87.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Physical power: +16 (+3 eff.) Changes resistances penetration: +12% physical Curse of Misfortune Massive two-handed battleaxes. |
Mercy (Corpses) (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Corpses This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Swordbreaker (Shrouds) (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Shrouds This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.acidic stralite dagger of erosion (Madness) (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +10 temporal / +14 nature Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic voratun dagger of crippling (Shrouds) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Physical crit. chance: +8.0% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking stralite dagger of purging (Shrouds) (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +4 Changes resistances penetration: +6% physical Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger of massacre (Misfortune) (46-59.8 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +4 Changes resistances penetration: +8% physical Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Bleakterror' (Corpses) (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * disrupts spell-casting Damage (Melee): +4 darkness Burst (radius 2) on crit: +11 fire Damage against: +20% Unnatural When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +10% acid / +9% fire / +10% cold / +10% lightning Changes resistances penetration: +5% fire Changes damage: +15% darkness Spell save: +10 (+4 eff.) Global speed: +2% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun dagger of corruption (Shrouds) (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +11% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Dairynarista the Coalravage (Nightmares) (71-106.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 darkness / +10 cold Burst (radius 1) on hit: +8 darkness When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +9% light / +3% acid Mental save: +3 (+0 eff.) Curse of Nightmares Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (Nightmares) (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Nightmares The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level.chilling voratun greatmaul of ruin (Madness) (63.5-95.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +21 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Critical mult.: +20.00% Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.quick stralite greatmaul of amnesia (Madness) (57-85.5 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +6 Dex Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatmaul of ruin (Nightmares) (54-81 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +23 Physical crit. chance: +10.0% Changes resistances penetration: +10% physical Critical mult.: +17.00% Curse of Nightmares Massive two-handed mauls. |
Genocide (Madness) (42-67.2 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 stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc 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 Curse of Madness 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. |
Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level.arcing stralite greatsword of massacre (Misfortune) (60.5-96.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun greatsword of massacre (Nightmares) (78-124.8 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: 78.0 - 124.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +13 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +4% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of the mystic (Corpses) (60.5-96.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +7 Dex / +6 Mag / +5 Wil Spellpower: +16 (+6 eff.) Curse of Corpses Massive two-handed swords. |
stralite greatsword 'Eilinille' (Misfortune) (45.5-72.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 45.5 - 72.8 Uses stats: 40% Wil, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 light / +17 temporal Damage against: +21% Undead When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Armour: +2 Damage when hit (Melee): 19 temporal Changes resistances: +19% temporal Critical mult.: +14.00% Spell save: +30 (+10 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite greatsword of massacre (Misfortune) (62-99.2 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: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical Disarm immunity: +25% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.glacial dragonbone longbow of true flight (Shrouds) 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. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +14 cold When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +15.0% Armour: +8 Changes resistances penetration: +14% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
keeper's yew longbow of recursion (Corpses)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +9% temporal / +11% physical Changes damage: +15% temporal / +20% physical Talent cooldown: Arrow Stitching (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating dragonbone longbow (Madness) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +32% physical Damage Shield penetration: +63% Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating dragonbone longbow of acid (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +18 acid When wielded/worn: Changes resistances penetration: +21% physical Changes damage: +21% acid Damage Shield penetration: +68% Curse of Corpses Longbows are used to shoot arrows at your foes. |
runic elven-wood longbow of true flight (Madness)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +15.0% Changes stats: +8 Mag Changes damage: +14% arcane Spellpower: +15 (+6 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.thaloren elven-wood longbow of nature (Corpses) Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +26 nature When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +14% nature Changes damage: +21% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Corpathus (Misfortune) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Wintertide (Madness) (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 131.89 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active Curse of Madness It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 24 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of dampening (Corpses) (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +14 (+6 eff.) Changes resistances: +11% acid / +10% fire / +13% cold / +11% lightning Spell save: +11 (+4 eff.) Disarm immunity: +39% Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun longsword (Misfortune) (43.5-60.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease Damage (Melee): +7 blight When wielded/worn: Disease immunity: +21% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of massacre (Corpses) (56-78.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +12% physical Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (Misfortune) (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Critical mult.: +15.00% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun longsword of ruin (Madness) (42-58.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +11% physical Critical mult.: +15.00% Disarm immunity: +14% Curse of Madness Sharp, long, and deadly. |
Nature's Vengeance (Misfortune) (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Curse of Misfortune It can be used to activate talent Rush (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Thunderfall (Nightmares) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical Curse of Nightmares It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 48 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
This item will automatically be transmogrified when you leave the level.quick voratun mace of purging (Corpses) (45.5-63.7 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: 45.5 - 63.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +1 Dex Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun mace of rage (Corpses) (43-60.2 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +11 Changes stats: +4 Str Changes resistances penetration: +13% physical Changes damage: +9% physical Stamina when hit: +0.80 Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace of crippling (Nightmares) (46.5-65.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Curse of Nightmares Blunt and deadly. |
Bloomsoul (Nightmares) (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Bloom Heal (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Charged Focus (Shrouds) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Shrouds Electrical energies are focussed in the core of this mindstar. |
Psionic Fury (Nightmares) (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 80% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Curse of Nightmares It can be used to release a wave of psionic power, dealing 307.40 mind damage (based on Willpower) to all within radius 5, costing 32 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Xeryyalaith the pulsing mindstar (Madness) (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Damage when hit (Melee): 16 acid / 8 temporal Changes resistances: +17% acid Changes resistances penetration: +15% acid Changes damage: +12% acid Critical mult.: +5.00% Life regen: +1.70 Maximum psi: +50.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar of flames (Shrouds) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +14% fire Changes resistances penetration: +11% fire Changes damage: +18% fire Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Global speed: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hateful living mindstar of storms (Corpses) (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural lightning should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +4 Con Changes resistances: +7% lightning Changes resistances penetration: +12% lightning / +10% mind / +11% darkness Changes damage: +15% lightning / +9% mind / +15% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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.inquisitor's living mindstar of frost (Misfortune) (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Armour: +7 Damage when hit (Melee): 7 ice Changes resistances: +12% cold Changes resistances penetration: +13% cold Changes damage: +6% arcane / +11% cold Spell save: +6 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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.mitotic living mindstar of sand (Corpses) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 9% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 15 physical Changes resistances: +9% physical Changes resistances penetration: +17% physical Changes damage: +20% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
pulsing mindstar 'Blackglean' (Misfortune) (12.5-13.75 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: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +12 darkness Burst (radius 1) on hit: +16 darkness When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +6 Cun Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Changes damage: +6% darkness Critical mult.: +20.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune 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.wrathful living mindstar (Nightmares) (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Curse of Nightmares 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.drakeskin leather sling of recursion (Madness) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.mage-hunter's drakeskin leather sling of cunning (+9) (Misfortune) Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 15 arcane resource burn Changes stats: +9 Cun / +4 Wil Changes resistances penetration: +16% physical Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +13 (+2 eff.) Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.mage-hunter's reinforced leather sling of true flight (Corpses) Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +9.0% Effects on ranged hit: * 5 arcane resource burn Changes stats: +4 Cun / +4 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +8 (+1 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating drakeskin leather sling (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +16% physical Damage Shield penetration: +24% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.runic reinforced leather sling of true flight (Madness) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Changes stats: +4 Mag Changes damage: +9% arcane Spellpower: +8 (+4 eff.) Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.throat-seeking drakeskin leather sling of power (Corpses) Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +9 nature When wielded/worn: Changes resistances penetration: +11% nature / +15% physical Changes damage: +14% physical Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone magestaff of wizardry (Misfortune) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Wil / +3 Mag Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum mana: +19.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen elven-wood vilestaff of wizardry (Misfortune) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +9% Changes stats: +2 Wil / +4 Mag Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Maximum mana: +52.00 Spellpower: +19 (+7 eff.) Spell crit. chance: +4% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood magestaff of wizardry (Madness) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone starstaff of breaching (Madness) (30-36 power, 6 apr, temporal 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 stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 26 fire Changes resistances penetration: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +21 (+8 eff.) Spell crit. chance: +5% See invisible: +5 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood vilestaff (Nightmares) (25-30 power, 5 apr, acid 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 stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +25% acid Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +21 (+8 eff.) Spell crit. chance: +4% Healing mod.: +21% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone magestaff of illumination (Misfortune) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Defense: +8 (+4 eff.) Effects on melee hit: * 12% chance to blind Damage (Melee): 32 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +54.00 Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 85.03 light damage. 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 elven-wood vilestaff of invocation (Misfortune) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+9 eff.) Spell crit. chance: +7% Curse of Misfortune It can be used to conjure elemental energy in a radius 8 cone, dealing 76.41 to 91.70 fire damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone vilestaff of projection (Shrouds) (34-40.8 power, 6 apr, blight 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: 34.0 - 40.8 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +34% blight Talent granted: +1 Command Staff Spellpower: +22 (+8 eff.) Spell crit. chance: +7% Curse of Shrouds It can be used to project a bolt elemental energy from the staff (to range 10) dealing 84.52 to 101.42 blight damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone magestaff of warding (Misfortune) (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Maximum wards: +2 lightning Changes damage: +30% lightning Talents granted: +1 Command Staff +4 Ward Mana each turn: +0.24 Maximum mana: +61.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.orite trident of crippling (Shrouds) (43-68.8 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking orichalcum trident (Nightmares) (53-84.8 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking orite trident (Nightmares) (37-59.2 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.0 - 59.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Lightstalker the voratun waraxe (Shrouds) (38.5-53.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to blind * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +35 lightning When wielded/worn: Changes stats: +7 Cun Changes resistances: +3% light Changes damage: +6% light Mental save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Curse of Shrouds One-handed war axes. |
Malediction (Nightmares) (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+7 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Nightmares The land withers and crumbles wherever this cursed axe rests. |
Razorblade, the Cursed Waraxe (Madness) (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 Curse of Madness This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level.arcing voratun waraxe of massacre (Shrouds) (50.5-70.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 50.5 - 70.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of torment (Shrouds) (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+4 eff.) Changes resistances penetration: +6% mind / +14% darkness Disarm immunity: +35% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.glacial voratun waraxe (Madness) (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +9 ice When wielded/worn: Armour: +13 Changes resistances penetration: +11% cold Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.glacial voratun waraxe of crippling (Corpses) (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +12 ice When wielded/worn: Physical crit. chance: +7.0% Armour: +12 Changes resistances penetration: +9% cold Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hateful voratun waraxe of disruption (Corpses) (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +13 darkness Damage against: +18% Living / +18% Unnatural Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite waraxe of torment (Corpses) (31-43.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease * 20% chance to torment the target Damage (Melee): +6 blight When wielded/worn: Changes resistances penetration: +6% mind / +5% darkness Disease immunity: +19% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick stralite waraxe (Corpses) (35-49 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +3 Dex Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.thunderous stralite waraxe of ruin (Shrouds) (29.5-41.3 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 13% chance to daze at end of turn When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Changes stats: +2 Str / +3 Dex / +1 Mag / +4 Wil / +2 Cun / +4 Con Changes resistances penetration: +9% lightning Critical mult.: +13.00% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.thunderous stralite waraxe of ruin (Shrouds) (29.5-41.3 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to daze at end of turn When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +9% lightning Critical mult.: +14.00% Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite waraxe (Corpses) (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +8% physical Curse of Corpses One-handed war axes. |
voratun waraxe 'Hellsshine' (Nightmares) (50-70 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 13% chance to cause random gloom Damage (Melee): +14 cold / +17 mind Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +3% blight Changes damage: +6% blight Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite waraxe of phasing (Corpses) (33.5-46.9 power, 18 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +35% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +18% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun waraxe of crippling (Shrouds) (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +27% Curse of Shrouds One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Issathad the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +11% fire / +12% mind / +10% cold Changes resistances penetration: +25% mind Changes damage: +18% acid / +12% mind A belt that goes around your waist. |
Khelyrin the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +25% acid Critical mult.: +20.00% Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +5.00 Spellpower: +7 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
hardened leather belt 'Zubadhenor'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% blight / +8% light / +13% darkness Mental save: +15 (+3 eff.) Maximum life: +48.00 Spellpower: +4 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
ravager's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances penetration: +14% physical Changes damage: +13% physical Trap disarming bonus: +28 Stealth bonus: +9 Infravision radius: +3 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.reinforced drakeskin leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Changes resistances: +7% acid / +7% fire / +7% cold / +9% lightning Physical save: +17 (+5 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's drakeskin leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag Physical save: +6 (+2 eff.) Mana each turn: +0.37 Maximum mana: +34.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Abysswinter the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +9 Dex / +2 Cun / +2 Con Changes resistances penetration: +5% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% 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.Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 237.90 cold damage and condensing the air into freezing vapors that deal 79.30 cold damage (based on Magic) each turn for 10 turns, costing 24 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+6 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+4 eff.) It can be used to activate talent Barrier (costing 32 power out of 40/40) : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 180 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
This item will automatically be transmogrified when you leave the level.enveloping elven-silk cloak of sorcery (12 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +4 Wil / +4 Mag Physical save: +11 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.murderer's elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +5 Defense: +3 (+2 eff.) Changes stats: +3 Cun / +3 Dex 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.murderer's elven-silk cloak of implacability (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +3 (+2 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +11 (+3 eff.) Mental save: +6 (+1 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. |
resilient cashmere cloak of fog (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +14% light / +15% fire Stealth bonus: +7 Maximum life: +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.thick elven-silk cloak of the guardian (15 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+6 eff.) Changes resistances: +16% cold Physical save: +23 (+7 eff.) Spell save: +22 (+8 eff.) Mental save: +14 (+3 eff.) 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.dispeller's silk robe (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +8% lightning / +9% darkness / +9% blight / +9% fire / +8% light / +9% cold Physical save: +14 (+4 eff.) Spell save: +34 (+12 eff.) Mental save: +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +12% blight / +10% mind / +15% darkness Physical save: +17 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +21 (+5 eff.) Life regen: +3.70 Maximum life: +60.00 Healing mod.: +13% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Wil / +3 Mag Changes damage: +14% arcane Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +35.00 Spellpower: +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +11% blight Life regen: +2.90 Maximum life: +84.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of frost (+21%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes resistances: +21% cold Changes damage: +14% cold Spell save: +15 (+5 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of life (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +2 Cun Changes resistances: +12% blight Changes damage: +19% light / +5% darkness Life regen: +4.10 Maximum life: +79.00 Spellpower: +8 (+4 eff.) Spell crit. chance: +7% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +2 Cun Changes damage: +12% light / +17% darkness / +7% all Spellpower: +17 (+7 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.sunsealed elven-silk robe of power (10 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Changes stats: +6 Mag Changes resistances: +6% light / +15% darkness Changes damage: +18% light / +17% all Maximum life: +65.00 Spellpower: +13 (+5 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +8 Con Changes resistances: +14% blight Changes damage: +19% nature Poison immunity: +23% Disease immunity: +34% Life regen: +5.30 Maximum life: +40.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 49 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 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 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level.Swampparry the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +3 Str / +6 Mag / +3 Con Changes resistances: +9% mind Changes resistances penetration: +15% mind Physical save: +13 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +13 (+3 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.invigorating pair of drakeskin leather boots of evasion (14 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+6 eff.) Fatigue: -2% Stamina each turn: +0.30 Maximum life: +48.00 Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 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 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.invigorating pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +1.20 Maximum life: +51.00 Maximum stamina: +28.00 Movement speed: +10% A pair of boots made of leather. |
pair of dwarven-steel boots 'Ce'Nariwen' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% lightning / +6% temporal / +12% blight / +6% acid Changes damage: +9% mind Spell save: +30 (+10 eff.) Hate when firing a critical mind attack: +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Ashwinnow' (0 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +9% arcane / +6% fire Life regen: +7.80 Infravision radius: +3 Healing mod.: +40% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of rushing (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Con Spellpower: +4 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Con Physical save: +12 (+4 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +24.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Cun / +6 Con Physical save: +13 (+4 eff.) Mental save: +13 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level.alchemist's drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 8 acid / 10 fire / 6 lightning / 6 cold Changes stats: +3 Wil / +3 Mag 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.alchemist's voratun gauntlets of archery (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +3 Damage (Melee): 6 acid / 5 fire / 6 lightning / 4 cold Changes stats: +7 Dex / +4 Mag / +4 Wil / +5 Cun It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex / +4 Mag / +6 Cun Changes resistances: +7% light / +7% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 63.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. 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.spellstreaming voratun gauntlets of dispersion (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 7 arcane Changes stats: +6 Wil / +7 Mag Changes resistances: +6% arcane Mana each turn: +0.23 Spellpower: +10 (+5 eff.) Spell crit. chance: +7% It can be used to activate talent Disperse Magic, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
storm iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Con Changes resistances: +6% lightning Changes damage: +3% lightning Physical save: +11 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +23% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yvota' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Fatigue: -10% Changes stats: +4 Dex / +3 Mag / +8 Wil / +3 Cun Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Spell crit. chance: +20% Mental crit. chance: +9% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets of sorrow (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 18 mind / 26 darkness Mental save: -9 (-3 eff.) Mindpower: +3 (+0 eff.) 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% Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 214.83 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Camadur the hardened leather cap (6 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Defense: +6 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes stats: +5 Cun / +3 Wil Changes resistances: +8% acid / +7% fire / +7% cold / +11% lightning Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Infravision radius: +3 A cap made of leather. |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+5 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 60.46 fire and 83.78 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 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 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 44.54 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 23%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 12 power out of 15/15) : Effective talent level: 1.0 Power cost: 12 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Vorema the hardened leather cap (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Armour: +9 Fatigue: +3% Changes stats: +3 Str / +4 Dex / +3 Wil / +7 Con Changes resistances penetration: +10% mind Mental save: +8 (+2 eff.) Light radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.catburglar's voratun helm of constitution (+5) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Dex / +5 Con Changes resistances: +16% darkness Infravision radius: +5 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.champion's drakeskin leather cap of dexterity (+2) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str / +6 Dex / +4 Wil Mental save: +9 (+2 eff.) Light radius: +2 A cap made of leather. |
champion's dwarven-steel helm of constitution (+3) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +1 Wil / +5 Con Mental save: +5 (+1 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 of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +12% darkness / +5% physical Changes damage: +17% darkness / +8% physical Maximum hate: +10.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
hardened leather cap 'Lightningmark' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +10 Str / +5 Dex Changes damage: +6% lightning Life regen: +0.60 Only die when reaching: -80.00 life A cap made of leather. |
insulating dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% cold / +7% fire Allows you to breathe in: water 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.miner's drakeskin leather cap of knowledge (0 def, 7 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Cun / +3 Wil Mindpower: +4 (+0 eff.) Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.thaloren drakeskin leather cap of knowledge (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Cun / +8 Wil Changes resistances: +8% blight Mental save: +8 (+2 eff.) Mindpower: +4 (+0 eff.) A cap made of leather. |
Drovon the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +5 Wil Changes resistances: +27% lightning Changes damage: +6% mind Critical mult.: +20.00% Psi when hit: +0.16 Maximum hate: +2.00 Mindpower: +4 (+0 eff.) A suit of armour made of mail. |
Lisyrin (11 def, 20 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +20 Defense: +11 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +14% Changes stats: +4 Con A suit of armour made of mail. |
Malusta (4 def, 20 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+2 eff.) Fatigue: +16% Critical mult.: +20.00% Mental save: +9 (+2 eff.) Equilibrium when hit: +0.20 Maximum hate: +8.00 Mindpower: +18 (+3 eff.) A suit of armour made of mail. |
enlightening steel mail armour of the deep (2 def, 7 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +5 Cun / +4 Wil Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Mental save: +14 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of command (15 def, 16 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +15 (+6 eff.) Fatigue: +16% Changes stats: +2 Str / +4 Cun / +4 Con Mental save: +18 (+4 eff.) Maximum life: +42.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of delving (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes stats: +10 Str / +4 Con Changes resistances: +18% darkness / +11% physical Maximum life: +91.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +7% acid / +8% cold / +19% darkness / +13% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of mail. |
searing voratun mail armour of delving (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage (Melee): 19 acid / 15 fire Damage when hit (Melee): 14 acid / 9 fire Changes stats: +8 Str Changes resistances: +22% acid / +22% fire / +13% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked voratun mail armour of thunder (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes stats: +5 Str / +3 Mag / +7 Wil Changes resistances: +14% lightning Spellpower: +16 (+6 eff.) Spell crit. chance: +6% Mindpower: +18 (+3 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
Elenarerain (13 def, 11 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +13 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +4 Dex / +5 Mag / +4 Wil / +11 Cun Changes resistances: +17% fire Changes resistances penetration: +15% mind Changes damage: +9% mind Mental save: +16 (+4 eff.) Psi when hit: +0.08 Maximum life: +42.00 A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+6 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of Toknor (12 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +14 Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Dex Critical mult.: +19.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Critical mult.: +15.00% Mental save: +20 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of the void (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 6 darkness Changes stats: +6 Cun / +6 Wil Changes resistances: +19% darkness / +15% temporal Mental save: +17 (+4 eff.) Defense after a teleport: +19 Resist all after a teleport: +18% New effects duration reduction after a teleport: +16% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 20 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of thunder (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+3 eff.) Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +10 Mag / +11 Wil / +6 Cun Changes resistances: +15% lightning Mental save: +10 (+2 eff.) Spellpower: +12 (+5 eff.) Spell crit. chance: +5% Mindpower: +21 (+4 eff.) Mental crit. chance: +8% A suit of armour made of leather. |
enlightening hardened leather armour of the deep (3 def, 8 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Mental save: +15 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's reinforced leather armour (10 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Physical save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble drakeskin leather armour of stability (8 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +8% physical Physical save: +17 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour of delving (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 16 acid / 11 fire Damage when hit (Melee): 10 acid / 8 fire Changes stats: +7 Str Changes resistances: +19% acid / +5% physical / +14% darkness / +21% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
troll-hide hardened leather armour of the deep (3 def, 9 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Life regen: +6.50 Maximum life: +38.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.troll-hide reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Life regen: +9.20 Maximum life: +44.00 Healing mod.: +15% A suit of armour made of leather. |
fortifying stralite plate armour of the deep (7 def, 17 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +3 Con Changes resistances: +9% acid / +5% cold Allows you to breathe in: water Maximum life: +46.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +4 Str / +5 Con Life regen: +1.00 Maximum life: +137.00 Healing mod.: +20% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 8 acid / 16 fire Damage when hit (Melee): 11 acid / 13 fire Changes resistances: +12% acid / +10% fire / +21% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.spiked voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+4 eff.) Fatigue: +19% Damage when hit (Melee): 12 physical Physical save: +6 (+2 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.spiked voratun plate armour of stability (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 13 physical Changes resistances: +7% physical Physical save: +19 (+6 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Torydudig' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +4 Wil Changes resistances: +13% blight / +15% acid / +16% darkness / +5% arcane Changes resistances penetration: +20% arcane Life regen: +4.40 Stamina each turn: +1.00 Maximum life: +36.00 Light radius: +1 A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Saleba the dwarven-steel shield (17 def, 2 armour, 75.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +2 Defense: +17 (+7 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 16 ice Changes stats: +2 Dex Changes resistances: +15% mind Talent granted: +3 Block Physical save: +30 (+10 eff.) Stamina each turn: +0.40 Handheld deflection devices. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level.acidic stralite shield of earthen fury (10 def, 13 armour, 142.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Damage (Melee): 9 acid Damage when hit (Melee): 11 acid Changes resistances: +16% physical Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.acidic voratun shield of earthen fury (12 def, 13 armour, 198.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +6% Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 21 acid Changes resistances: +15% physical Talent granted: +5 Block Handheld deflection devices. |
corrosive dwarven-steel shield of radiance (8 def, 2 armour, 89.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to blind * 13% chance to corrode armour by 30% Changes stats: +8 Con / +2 Mag Changes resistances: +13% acid / +12% light Talent granted: +3 Block Handheld deflection devices. |
coruscating dwarven-steel shield of fire resistance (+32%) (8 def, 2 armour, 73 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 28 fire Changes stats: +3 Str Changes resistances: +32% fire Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.cosmic voratun shield of crushing (12 def, 3 armour, 197 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +9% light / +9% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
dwarven-steel shield of radiance (8 def, 2 armour, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to blind Changes stats: +4 Con / +2 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking voratun shield of resistance (12 def, 3 armour, 219.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 lightning Damage when hit (Melee): 22 lightning Changes resistances: +11% acid / +7% fire / +6% cold / +8% lightning Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.stralite shield of crushing (10 def, 2 armour, 146 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+2 eff.) Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows 'Bedunarak' (19/46, 50-70 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 46 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease Damage (Ranged): +20 blight / +8 mind Burst (radius 2) on crit: +16 blight When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of corruption (18/18, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 20% chance to curse the target Damage (Ranged): +18 blight / +18 darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of crippling (20/20, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +15.0% Capacity: 20 On weapon crit: * cripple the target 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 paradox (54/54, 62.5-87.5 power, 27 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 62.5 - 87.5 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 3 On weapon hit: * 18% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +20 temporal 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 elven-wood arrows of crippling (49/49, 59-82.6 power, 23 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 59.0 - 82.6 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +16.5% Capacity: 49 Turns elapse between self-loadings: 1 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
5 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. |
510 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 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. |
22 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. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
18 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 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. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +29.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 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. |
9 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. |
6 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. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 8 power out of 15/15) : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 167.92 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Hirek the CorpsebreakerPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +13% blight / +15% darkness / +20% nature / +6% lightning Changes resistances penetration: +10% nature Changes damage: +12% nature / +6% lightning Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +5 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 33 blight damage or heals 34 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Glimmerhunger'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% lightning Physical save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +25% Light radius: +4 See stealth: +17 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +8% darkness Spellpower: +11 (+5 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 29 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 2.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 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." |
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), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
38 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. |
2 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. |
3 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. |
6 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 467.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
This item will automatically be transmogrified when you leave the level.acidic pouch of stralite shots of accuracy (23/23, 42.5-51 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon crit: * splashes the target with acid Damage (Ranged): +10 acid Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.plaguebringer's pouch of voratun shots of corruption (20/20, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease * 20% chance to curse the target Damage (Ranged): +28 blight / +10 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of stralite shots 'Lightningqueen' (22/22, 45.5-54.6 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Damage (Ranged): +28 lightning / +12 temporal / +16 bleed Burst (radius 1) on hit: +8 lightning / +16 temporal Burst (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of the leech (22/22, 55.5-66.6 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 14% * leeches stamina from the target Shots are used with slings to pummel your foes to death. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 15 power out of 35/35) : Effective talent level: 3.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 169 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
hateful dwarven-steel torque of kinetic psionic shield [power 77] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of thermal psionic shield [power 43] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 23] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.quiet stralite torque of kinetic psionic shield [power 123] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 123 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 43] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psychoportation [power 28] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.voratun torque of mindblast [power 297] (5 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 9 beam dealing 193.05 to 386.10 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of thermal psionic shield [power 111] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +1 physical / +1 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 111 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
Ravenpassion [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes damage: +9% darkness Grants telepathy: Dragon Light radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Zubadama the Shadebraid [power 33] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% blight / +9% temporal / +9% lightning Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +5% darkness Talent granted: +1 Ward Spell save: +3 (+1 eff.) Blindness immunity: +15% Poison immunity: +20% Stun/Freeze immunity: +15% Teleport immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.forceful dragonbone totem of cure ailments [power 3] (8 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.rushing dragonbone totem of healing [power 237] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 237, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.rushing elven-wood totem of healing [power 197] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to heal a target within range 9 (based on Willpower) for 197, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.warded elven-wood totem of healing [power 162] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +1 acid / +2 nature / +1 light Talent granted: +1 Ward It can be used to heal a target within range 9 (based on Willpower) for 162, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 38] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
19 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. |
overpowered yew wand of clairvoyance [power 14] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 14, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.striking dragonbone wand of conjuration [power 439] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike It can be used to fire a bolt of a random element with (base) damage 220 to 439, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.void elven-wood wand of conjuration [power 313] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +1 Void Blast It can be used to fire a bolt of a random element with (base) damage 156 to 313, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
2 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. |
13 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. |
7 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Roguelike)
Found the mysterious staff and told Last Hope about it.By Ikona the Ogre Cursed level 32
40th Pyre 123rd year of Ascendancy at 07:15 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ikona the Ogre Cursed level 19
12nd Regrowth 123rd year of Ascendancy at 16:31 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Ikona the Ogre Cursed level 31
38th Pyre 123rd year of Ascendancy at 11:55 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Ikona the Ogre Cursed level 34
55th Pyre 123rd year of Ascendancy at 02:54 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Ikona the Ogre Cursed level 40
3rd Haze 123rd year of Ascendancy at 07:42 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Ikona the Ogre Cursed level 34
52nd Pyre 123rd year of Ascendancy at 19:58 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Ikona the Ogre Cursed level 20
28th Regrowth 123rd year of Ascendancy at 05:41 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Ikona the Ogre Cursed level 10
18th Dusk 122nd year of Ascendancy at 10:44 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Ikona the Ogre Cursed level 41
20th Haze 123rd year of Ascendancy at 14:39 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Ikona the Ogre Cursed level 33
48th Pyre 123rd year of Ascendancy at 23:09 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Ikona the Ogre Cursed level 29
35th Pyre 123rd year of Ascendancy at 00:54 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ikona the Ogre Cursed level 15
3rd Allure 123rd year of Ascendancy at 16:13 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ikona the Ogre Cursed level 26
56th Regrowth 123rd year of Ascendancy at 11:22 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Ikona the Ogre Cursed level 41
20th Haze 123rd year of Ascendancy at 10:01 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Ikona the Ogre Cursed level 32
46th Pyre 123rd year of Ascendancy at 01:02 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ikona the Ogre Cursed level 19
12nd Regrowth 123rd year of Ascendancy at 16:56 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ikona the Ogre Cursed level 10
6th Dusk 122nd year of Ascendancy at 08:08 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ikona the Ogre Cursed level 20
20th Regrowth 123rd year of Ascendancy at 22:08 see stats
Level 30 (Roguelike)
Got a character to level 30.By Ikona the Ogre Cursed level 30
35th Pyre 123rd year of Ascendancy at 05:09 see stats
Level 40 (Roguelike)
Got a character to level 40.By Ikona the Ogre Cursed level 40
79th Dusk 123rd year of Ascendancy at 21:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Ikona the Ogre Cursed level 12
63rd Dusk 122nd year of Ascendancy at 23:42 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ikona the Ogre Cursed level 26
47th Regrowth 123rd year of Ascendancy at 18:22 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ikona the Ogre Cursed level 27
27th Pyre 123rd year of Ascendancy at 17:48 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Ikona the Ogre Cursed level 35
62nd Pyre 123rd year of Ascendancy at 07:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ikona the Ogre Cursed level 25
43rd Regrowth 123rd year of Ascendancy at 08:46 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Ikona the Ogre Cursed level 33
49th Pyre 123rd year of Ascendancy at 04:21 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Ikona the Ogre Cursed level 19
12nd Regrowth 123rd year of Ascendancy at 16:31 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ikona the Ogre Cursed level 10
6th Dusk 122nd year of Ascendancy at 08:43 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Ikona the Ogre Cursed level 19
12nd Regrowth 123rd year of Ascendancy at 16:31 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Ikona the Ogre Cursed level 27
57th Regrowth 123rd year of Ascendancy at 10:45 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ikona the Ogre Cursed level 21
35th Regrowth 123rd year of Ascendancy at 00:00 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ikona the Ogre Cursed level 6
8th Mirth 122nd year of Ascendancy at 11:04 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Ikona the Ogre Cursed level 35
2nd Flare 123rd year of Ascendancy at 03:51 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Ikona the Ogre Cursed level 21
34th Regrowth 123rd year of Ascendancy at 14:32 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Ikona the Ogre Cursed level 27
57th Regrowth 123rd year of Ascendancy at 12:36 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ikona the Ogre Cursed level 17
8th Allure 123rd year of Ascendancy at 22:06 see stats
Unstoppable (Roguelike)
Returned from the dead.By Ikona the Ogre Cursed level 34
62nd Pyre 123rd year of Ascendancy at 07:17 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Ikona the Ogre Cursed level 31
38th Pyre 123rd year of Ascendancy at 03:23 see stats
Log
Forge-giant casts Rune: Biting Gale.
Forge-giant hits Ikona for 60 cold, 141 physical, 49 fire, 146 physical, 49 fire (444 total damage).
Ikona hits Forge-giant for 3 fire, 3 fire (5 total damage).
Ikona has shrugged off 47 damage and is ready for more.
Ikona casts Ogric Wrath.
Ikona enters an ogric frenzy.
You feel your rampage slowing down. (-1 duration)
Ikona uses Infusion: Healing.
Ikona receives 467 healing from Infusion: Healing.
Ikona uses Dominate.
Ikona uses Dominate.
Forge-giant has been dominated!
Ikona misses Forge-giant.
Forge-giant casts Flame.
Ikona is on fire!
You fight through the pain! (+3 hate)
Ikona is recovering from the damage!
Forge-giant hits Ikona for 122 fire, 279 blight, 49 fire, 192 blight, 49 fire (690 total damage).
Ikona hits Forge-giant for 18 fire, 18 fire (35 total damage).
Ikona is no longer rampaging.
Burning from Forge-giant hits Ikona for 56 fire damage.
Ikona receives 46 healing.
Ikona is moving less freely.
Forge-giant's cleansing fire area effect hits Ikona for 53 fire damage.
Forge-giant casts Firebeam.
Ikona begins rampaging!
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving game...



















































































































































































































