Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 50 / 272% |
Size | medium |
Lifes / Deaths | Killed by corrupted mastocytic feeder at level 16 on the 16th Regrowth 123rd year of Ascendancy at 12:21 / 16Killed by Fiorille the human at level 18 on the 29th Regrowth 123rd year of Ascendancy at 10:18 Killed by luminous horror at level 19 on the 32nd Regrowth 123rd year of Ascendancy at 07:14 Killed by Islera the zombie bunny at level 20 on the 43rd Regrowth 123rd year of Ascendancy at 21:40 Killed by carrion worm mass at level 20 on the 44th Regrowth 123rd year of Ascendancy at 03:10 Killed by ritch flamespitter at level 21 on the 44th Regrowth 123rd year of Ascendancy at 21:40 Killed by corrupted acidic digestor at level 23 on the 52nd Regrowth 123rd year of Ascendancy at 14:03 Killed by Eilinubremina the stone troll at level 34 on the 59th Dusk 123rd year of Ascendancy at 02:10 Killed by Doomed Shade of Arada the Eternal Guard at level 37 on the 12nd Haze 123rd year of Ascendancy at 04:13 Killed by overpowered greater multi-hued wyrm at level 42 on the 10th Decay 123rd year of Ascendancy at 23:01 Killed by champion of Urh'Rok at level 44 on the 1st Allure 124th year of Ascendancy at 05:33 Killed by luminous horror at level 48 on the 68th Regrowth 124th year of Ascendancy at 13:53 Killed by bloated horror at level 48 on the 68th Regrowth 124th year of Ascendancy at 15:12 Killed by searing horror at level 50 on the 16th Pyre 124th year of Ascendancy at 20:57 Killed by forge-giant at level 50 on the 26th Pyre 124th year of Ascendancy at 23:21 Killed by nightmare horror at level 50 on the 28th Pyre 124th year of Ascendancy at 11:02 |
Primary Stats
Strength | 92 (base 60) |
Dexterity | 52 (base 32) |
Constitution | 26 (base 10) |
Magic | 77 (base 60) |
Willpower | 33 (base 10) |
Cunning | 78 (base 60) |
Resources
Life | 1374/1374 |
Positive | 127/127 |
Stamina | 302/304 |
Vim | 291/291 |
Healing Factor | 1.3224489795917 |
Regeneration | 4.4861092633581 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 42.213032150508 |
See Invisible | 42.213032150508 |
Offense: Mainhand
Damage | 267 |
Accuracy | 46 |
Crit Chance | 75% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Arcane | +30% |
Cold | +9% |
All | +5% |
Lightning | +9% |
Light | +57% |
Darkness | +26% |
Physical | +9% |
Fire | +25% |
Nature | +11% |
Offense: Damage Penetration
Darkness | +10% |
Lightning | +10% |
Arcane | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.451443447813 (97.5%) |
Defense | 32 |
Ranged Defense | 33 |
Fatigue | 6 |
Physical Save | 51 |
Spell Save | 43 |
Mental Save | 53 |
Defense: Resistances
Acid | + 15%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Darkness | + 47%( 70%) |
Light | + 36%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 15%( 70%) |
Mind | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 80% |
Silence Resistance | 74% |
Bleed Resistance | 100% |
Disarm Resistance | 60% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 284.29 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 470 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 133 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Technique / Two-handed assault | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Searing Sight |
talent | Second Life |
talent | Chant of Fortress |
talent | Elemental Discord |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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: 1342. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Umbravortex the Wanderer's Rest (4 def, 0 armour) Umbravortex the Wanderer's Rest (4 def, 0 armour)Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +12% darkness / +5% physical Changes resistances penetration: +10% lightning / +10% fire Changes damage: +6% darkness / +6% blight Talent mastery: +0.20 Psionic / Augmented mobility Silence immunity: +29% Confusion immunity: +25% Pinning immunity: +100% Stun/Freeze immunity: +33% Spellpower: +10 (+3 eff.) Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 103, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 298.62 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 10 vim draining blight Changes stats: +8 Wil / +5 Mag Changes resistances: +16% mind Changes damage: +5% blight / +10% arcane Spell save: +3 (+1 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +34% Maximum vim: +25.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 22%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | dwarven-steel torque of psychoportation 'Blazeshine' [power 37] (30 cooldown) dwarven-steel torque of psychoportation 'Blazeshine' [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +3% lightning / +9% cold / +6% darkness Changes damage: +9% light Silence immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +15% It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 229.68 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | gladiator's stralite ring of blinding strikes gladiator's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 18% chance to blind Damage (Melee): 28 light Effects on ranged hit: * 21% chance to blind Damage (Ranged): 32 light Changes stats: +7 Str / +9 Con Rings can have magical properties. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 292, based on Magic) for 10 turns, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | voratun greatsword 'Tainttooth' (79.5-127.2 power, 4 apr) voratun greatsword 'Tainttooth' (79.5-127.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stats: 50% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 38% chance to disease Damage (Melee): +42 blight / +12 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 8 temporal Changes damage: +6% nature Critical mult.: +28.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) 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. |
Main armor | Xeldama the dwarven-steel mail armour (13 def, 15 armour) Xeldama the dwarven-steel mail armour (13 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+3 eff.) Armour: +15 Defense: +13 (+6 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes stats: +6 Str / +6 Mag / +5 Wil / +4 Cun Changes resistances: +16% lightning Changes resistances penetration: +5% arcane Physical save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +0.20 Mana each turn: +0.08 Spellpower: +23 (+6 eff.) Spell crit. chance: +7% Mindpower: +19 (+7 eff.) Mental crit. chance: +8% Healing mod.: +20% A suit of armour made of mail. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 304 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) 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 86 and cleanse 1 wound and 1 poison effect. 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 514 over 5 turns)regeneration infusion (heal 514 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 514 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. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 21; turns 5; dispels darkness)sun infusion (rad 9; power 21; turns 5; 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: 11 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 9 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 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. |
This item will automatically be transmogrified when you leave the level. sun infusion of the wizard (rad 10; power 58; turns 5; dispels darkness)sun infusion of the wizard (rad 10; power 58; turns 5; 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: 10 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 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 29). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 58) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (531% speed; 7 turns)movement infusion of the wizard (531% speed; 7 turns) 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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+6 for 11 turns, die at -676)heroism infusion (+6 for 11 turns, die at -676) 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: 20 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 11 turns. While Heroism is active, you will only die when reaching -676 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 11 turns, die at -395)heroism infusion (+7 for 11 turns, die at -395) 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: 21 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 7 for 11 turns. While Heroism is active, you will only die when reaching -395 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 13 turns, die at -573)heroism infusion (+7 for 13 turns, die at -573) 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 7 for 13 turns. While Heroism is active, you will only die when reaching -573 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 12 turns, die at -348)heroism infusion (+7 for 12 turns, die at -348) 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: 23 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 7 for 12 turns. While Heroism is active, you will only die when reaching -348 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. |
manasurge rune (1505% regen over 10 turns; 75 instant mana) manasurge rune (1505% regen over 10 turns; 75 instant mana)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: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1505% for 10 turns and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 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. |
phase door rune of the wizard (range 18; power 44; dur 4) phase door rune of the wizard (range 18; power 44; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 16; power 55; dur 7)phase door rune of the wizard (range 16; power 55; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (239 acid damage; disarm 5 turns with power 58) acid wave rune of the wizard (239 acid damage; disarm 5 turns with power 58)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 238.77 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 58 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (176 cold damage; freeze 3 turns with power 58) biting gale rune of the wizard (176 cold damage; freeze 3 turns with power 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 175.93 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 58 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 439 for 6 turns) shielding rune of the psychic (absorb 439 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 439 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns) Rune of the Rift (282.00 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 (100% of a turn) Is: a spell Description: Inflicts 296.10 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. lightning rune (187 lightning damage)lightning rune (187 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: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 62.49 to 187.48 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. |
lightning rune (274 lightning damage) lightning rune (274 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 91.20 to 273.59 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. |
lightning rune of the warrior (388 lightning damage) lightning rune of the warrior (388 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 129.20 to 387.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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 Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stabilizing copper amulet of vision stabilizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Blindness immunity: +10% Pinning immunity: +22% Knockback immunity: +20% Infravision radius: +3 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet of magic (+3) steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Brodadir the gold amulet Brodadir the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +8 Wil Changes damage: +10% blight / +9% fire Critical mult.: +15.00% Maximum psi: +40.00 Spellpower: +9 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
Emubrenn EmubrennInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Lck Changes resistances: +9% blight / +3% fire / +16% mind / +6% lightning Talent mastery: +0.25 Technique / Combat training Confusion immunity: +29% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Stormwrack the gold amulet Stormwrack the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +5 Str / +7 Dex / +4 Con Changes damage: +15% lightning Critical mult.: +6.00% Amulets can have magical properties. |
Golewen GolewenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -12% Damage (Melee): 9 light / 5 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +7 Dex / +5 Cun / +5 Con Changes damage: +9% light / +6% darkness Critical mult.: +20.00% Life regen: +2.80 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of visionenraging voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +7% physical Blindness immunity: +30% Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit voratun amulet of visionstarlit voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% light / +30% darkness Blindness immunity: +61% Infravision radius: +10 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
wanderer's voratun amulet of perfection (0.27 Celestial / Guardian,0.27 Celestial / Combat) wanderer's voratun amulet of perfection (0.27 Celestial / Guardian,0.27 Celestial / Combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +7 Dex / +6 Cun / +3 Con Talent masteries: +0.27 Celestial / Combat +0.27 Celestial / Guardian Life regen: +0.70 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Falirak FalirakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Wil / +5 Con Physical save: +6 (+2 eff.) Spell save: +10 (+4 eff.) Stun/Freeze immunity: +24% Life regen: +0.90 Maximum stamina: +16.00 Rings can have magical properties. |
Korolerak the steel ring Korolerak the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +11 (+5 eff.) Changes damage: +6% blight Mental save: +7 (+2 eff.) Confusion immunity: +27% Stun/Freeze immunity: +24% Life regen: +0.80 Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 128% 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. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 30 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
titan's steel ring of blinding strikes titan's steel ring of blinding strikesPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 28 light Changes stats: +4 Con Physical save: +8 (+2 eff.) Rings can have magical properties. |
Elemental Fury 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. |
Woesun of the Blightspawn Woesun of the BlightspawnCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Armour: +8 Defense: +10 (+5 eff.) Effects when hit in melee: * 30% chance to disease * 23% chance to inflict 15% damage reduction Changes stats: +4 Str Changes resistances: +3% lightning / +9% fire / +13% mind / +3% nature Changes resistances penetration: +5% darkness Changes damage: +13% mind It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 128% 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. |
gold ring 'Boltwinter' gold ring 'Boltwinter'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Damage when hit (Melee): 12 lightning Changes stats: +8 Cun / +4 Mag Changes resistances: +3% mind / +9% lightning Changes resistances penetration: +15% lightning Stun/Freeze immunity: +28% Life regen: +1.90 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
savage's gold ring of misery savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +4 Cun / +3 Con Spell save: +11 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +24.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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. |
solipsist's gold ring of blinding strikes solipsist's gold ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 19% chance to blind Damage (Ranged): 20 light Changes stats: +5 Cun / +6 Wil Mindpower: +7 (+3 eff.) Rings can have magical properties. |
solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +8 Cun / +6 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Woetitan of the Blightspawn Woetitan of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Str / +8 Dex / +2 Mag / +13 Cun / -6 Con Changes resistances: +3% lightning / +34% darkness / +6% mind Changes damage: +23% darkness Spell save: +3 (+1 eff.) Teleport immunity: +5% Spellpower: +11 (+3 eff.) Rings can have magical properties. |
sneakthief's stralite ring of warding sneakthief's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +7 Cun / +8 Dex Changes resistances: +23% acid / +15% fire / +18% lightning / +18% cold Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+7 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
This item will automatically be transmogrified when you leave the level. gladiator's voratun ring of speedgladiator's voratun ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +11 (+2 eff.) Defense: +13 (+6 eff.) Changes stats: +8 Str / +8 Con Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 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 33% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ringpainweaver's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Changes damage: +6% all Spellpower: +13 (+3 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
psionicist's voratun ring of arcana(+0.27/turn) psionicist's voratun ring of arcana(+0.27/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+5 eff.) Silence immunity: +42% Mana each turn: +0.27 Rings can have magical properties. |
wizard's voratun ring of misery wizard's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +5 Cun / +7 Mag Spell save: +14 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element) Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element)ethereal dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+9 eff.) Damage (Melee): 10 % chance of confusion Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.28 Spellpower: +37 (+9 eff.) Spell crit. chance: +5% Damage Shield penetration: +36% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff of channeling (30-36 power, 6 apr, fire element)lifebinding dragonbone magestaff of channeling (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 stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.70 Mana each turn: +0.28 Spellpower: +35 (+9 eff.) Spell crit. chance: +5% Healing mod.: +28% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, darkness element)lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, darkness element) Requires: - Magic 48 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 stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Effects on melee hit: * 16% chance to blind Changes stats: +6 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +18 (+5 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 155.10 light damage. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Fuliran the voratun battleaxe (56.5-84.75 power, 4 apr) Fuliran the voratun battleaxe (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 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: * 10 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +26 temporal / +19 nature When wielded/worn: Armour penetration: +14 Changes resistances: +9% blight / +9% temporal / +3% light Changes resistances penetration: +14% physical Changes damage: +16% physical Spell save: +10 (+4 eff.) Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (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: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 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 200.04 fire damage, and flames will be left dealing a further 46.54 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. manaburning voratun battleaxe of projection (57.5-86.25 power, 4 apr)manaburning voratun battleaxe of projection (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 50% Mag, 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: * 28 arcane resource burn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun greatmaul (66.5-99.75 power, 4 apr)blazebringer's voratun greatmaul (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +19 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming voratun greatmaul of daylight (65.5-98.25 power, 4 apr)flaming voratun greatmaul of daylight (65.5-98.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stats: 50% Mag, 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): +26 light Burst (radius 1) on hit: +21 fire Damage against: +30% Undead Massive two-handed mauls. |
Samyldir the voratun greatsword (60.5-96.8 power, 4 apr) Samyldir the voratun greatsword (60.5-96.8 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to cause random gloom Damage (Melee): +20 acid / +35 mind Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +3 Str / +5 Dex / +9 Wil / +12 Cun Reduces incoming crit damage: 15.00% See invisible: +6 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of crippling (62.5-100 power, 4 apr)voratun greatsword of crippling (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick orichalcum trident of crippling (51-81.6 power, 16 apr)quick orichalcum trident of crippling (51-81.6 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: 51.0 - 81.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +16 (+5 eff.) Physical crit. chance: +17.0% Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 359.32 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of torment (43.5-60.9 power, 6 apr)balanced voratun longsword of torment (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +9 (+4 eff.) Changes resistances penetration: +13% mind / +14% darkness Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of crippling (43-60.2 power, 6 apr)blazebringer's voratun longsword of crippling (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +17 fire When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +14% fire Global speed: +3% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun longsword of torment (41-57.4 power, 6 apr)truestriking voratun longsword of torment (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical / +9% mind / +9% darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun mace (46.5-65.1 power, 6 apr)truestriking voratun mace (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: 50% Mag, 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: +9 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +15% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun mace of crippling (43.5-60.9 power, 6 apr)truestriking voratun mace of crippling (43.5-60.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 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: Accuracy: +15 (+5 eff.) Armour penetration: +8 Physical crit. chance: +11.0% Changes resistances penetration: +13% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of phasing (43.5-60.9 power, 17 apr)voratun mace of phasing (43.5-60.9 power, 17 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +44% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun waraxe of shearing (41-57.4 power, 6 apr)chilling voratun waraxe of shearing (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 cold When wielded/worn: Armour penetration: +7 Changes resistances penetration: +12% physical Changes damage: +10% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun waraxe (38.5-53.9 power, 6 apr)truestriking voratun waraxe (38.5-53.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +15% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of purging (39.5-55.3 power, 6 apr)voratun waraxe of purging (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 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 to remove a magical effect Damage (Melee): +12 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of evisceration (37-48.1 power, 9 apr)chilling voratun dagger of evisceration (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage (Melee): +24 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun dagger (39-50.7 power, 9 apr)truestriking voratun dagger (39-50.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of storms (17.5-19.25 power, 40 apr, nature damage)gifted living mindstar of storms (17.5-19.25 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 lightning should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 50% Mag, 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): 14 lightning Changes stats: +3 Str / +4 Dex / +3 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +11% lightning Changes resistances penetration: +12% lightning Changes damage: +19% lightning Mindpower: +21 (+7 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious living mindstar of venom (17-18.7 power, 40 apr, mind damage)harmonious living mindstar of venom (17-18.7 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 venom should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 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 acid Changes resistances: +7% nature / +13% acid Changes resistances penetration: +7% nature / +20% acid Changes damage: +7% nature / +13% acid Talent mastery: +0.10 Wild-gift / Harmony Life regen: +1.50 Equilibrium when hit: +2.40 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of storms (15-16.5 power, 40 apr, nature damage)nature's living mindstar of storms (15-16.5 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 lightning should be returned to the wyrm. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 50% Mag, 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): 11 lightning Changes stats: +4 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +13% lightning / +7% blight Changes resistances penetration: +13% lightning Changes damage: +8% lightning / +7% nature Disease immunity: +20% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. summoner's living mindstar of the jelly (15.5-17.05 power, 40 apr, mind damage)summoner's living mindstar of the jelly (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +1.70 Mindpower: +18 (+6 eff.) Mental crit. chance: +9% 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 (15.5-17.05 power, 40 apr, mind damage)wrathful living mindstar (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: 50% Wil, 50% Mag, 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: +4.00 Psi when firing a critical mind attack: +4.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +15% 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. plaguebringer's quiver of dragonbone arrows of paradox (19/19, 51.5-72.1 power, 18 apr)plaguebringer's quiver of dragonbone arrows of paradox (19/19, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to gain 10% of a turn (3/turn limit) * 11% chance to disease Damage (Ranged): +15 blight / +21 temporal 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 gravity (23/23, 50-70 power, 18 apr)quiver of dragonbone arrows of gravity (23/23, 50-70 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 10% chance to crush the target Damage (Ranged): +23 gravity Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots of accuracy (20/20, 53.5-64.2 power, 6 apr)hateful pouch of voratun shots of accuracy (20/20, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Damage (Ranged): +22 darkness Damage against: +10% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. icy pouch of voratun shots of amnesia (25/25, 53.5-64.2 power, 6 apr)icy pouch of voratun shots of amnesia (25/25, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 25 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +12 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of voratun shots of crippling (20/20, 53-63.6 power, 6 apr)inquisitor's pouch of voratun shots of crippling (20/20, 53-63.6 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +18.0% Capacity: 20 On weapon crit: * cripple the target * burns latent spell energy Damage (Ranged): +17 manaburn arcane 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 (22/22, 53.5-64.2 power, 6 apr)plaguebringer's pouch of voratun shots (22/22, 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: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Ranged): +11 blight Shots are used with slings to pummel your foes to death. |
linen robe 'Camokalthokhad' (3 def, 0 armour) linen robe 'Camokalthokhad' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +5 Str / +6 Dex / +5 Mag / +5 Wil Changes resistances: +16% lightning / +6% cold Changes damage: +7% lightning / +7% physical / +5% cold Poison immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloomwrecker (5 def, 0 armour) Gloomwrecker (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +13 Mag / +14 Wil Changes resistances: +17% blight / +3% temporal / +12% darkness Changes damage: +17% blight / +6% darkness Mana each turn: +0.65 Psi each turn: +0.60 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of Angolwen (5 def, 0 armour)dispeller's 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 (+2 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +7% lightning / +9% darkness / +9% blight / +9% fire / +10% cold / +11% light Physical save: +15 (+5 eff.) Spell save: +33 (+11 eff.) Mental save: +20 (+7 eff.) Silence immunity: +49% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +8 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun mail armour of command (20 def, 18 armour)rejuvenating voratun mail armour of command (20 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+9 eff.) Fatigue: +16% Changes stats: +3 Cun Mental save: +20 (+7 eff.) Life regen: +3.50 Stamina each turn: +1.90 A suit of armour made of mail. |
Daywalker the voratun plate armour (9 def, 27 armour) Daywalker the voratun plate armour (9 def, 27 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +27 Defense: +9 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 light Changes stats: +3 Str / +4 Con Changes resistances: +29% acid / +11% physical / +10% fire / +9% lightning / +10% cold Changes damage: +3% light Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +37% Knockback immunity: +28% A suit of armour made of metal plates. |
Blazequill the hardened leather belt Blazequill the hardened leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +10 Dex / +11 Cun / +15 Lck Changes resistances: +8% fire / +6% temporal / +10% cold Changes damage: +9% light / +6% mind Critical mult.: +10.00% Trap disarming bonus: +34 Stealth bonus: +21 Infravision radius: +10 A belt that goes around your waist. |
Elareth the hardened leather belt Elareth the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Str / +4 Dex / +8 Wil / +6 Cun / +4 Con Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+4 eff.) A belt that goes around your waist. |
Silydama the drakeskin leather belt Silydama the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 12 physical Changes stats: +4 Str / +10 Dex / +4 Cun / +8 Lck Trap disarming bonus: +16 Stealth bonus: +11 Stamina each turn: +0.40 Infravision radius: +5 A belt that goes around your waist. |
Xanotira XanotiraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Defense: +13 (+6 eff.) Changes stats: +8 Str / +3 Dex / +6 Cun / +6 Con Changes resistances: +11% fire / +14% cold Reduces incoming crit damage: 15.00% Physical save: +37 (+11 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. balancing drakeskin leather belt of magerybalancing drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Dex / +6 Mag / +5 Wil / +4 Cun Spell crit. chance: +5% Mental crit. chance: +14% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of recklessnessinsulating drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes resistances: +11% fire / +15% cold Critical mult.: +13.00% A belt that goes around your waist. |
Ebonybraze of the Blightspawn (7 def, 0 armour) Ebonybraze of the Blightspawn (7 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects when hit in melee: * 21% chance to disease * 21% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +3 Wil / +3 Cun / +1 Con Changes resistances: +6% acid Changes resistances penetration: +15% acid Changes damage: +6% darkness Physical save: +12 (+4 eff.) Maximum life: +46.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsebreak of the Blightspawn (2 def, 0 armour) Eclipsebreak of the Blightspawn (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Effects when hit in melee: * 31% chance to disease * 24% chance to inflict 15% damage reduction Damage when hit (Melee): 16 light Changes stats: +2 Str / +3 Dex / +3 Cun / +2 Con Changes resistances penetration: +5% light Changes damage: +15% darkness Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchriver of the Blightspawn (2 def, 0 armour) Pitchriver of the Blightspawn (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Effects when hit in melee: * 28% chance to disease * 34% chance to inflict 15% damage reduction Changes stats: +1 Str / +3 Dex / +1 Cun / +2 Con Changes resistances: +3% light Changes damage: +3% darkness Physical save: +8 (+2 eff.) Spell save: +10 (+4 eff.) Maximum life: +92.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Shadevortex the pair of rough leather boots (0 def, 1 armour) Shadevortex the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +2 Dex Changes resistances: +3% mind / +15% darkness Changes resistances penetration: +15% mind It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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 128% 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. A pair of boots made of leather. |
Cracklerazor (11 def, 3 armour) Cracklerazor (11 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +11 (+5 eff.) Fatigue: -1% Changes stats: +2 Dex / +8 Mag Changes damage: +9% lightning Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of hardened leather boots 'Islyldakira' (0 def, 3 armour) pair of hardened leather boots 'Islyldakira' (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: +7 Cun / +4 Wil Critical mult.: +10.00% Stamina each turn: +0.70 Hate when firing a critical mind attack: +3.00 Maximum stamina: +25.00 Maximum hate: +4.00 Mindpower: +4 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of drakeskin leather boots of phasing (0 def, 5 armour)stealthy pair of drakeskin leather boots of phasing (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: +6 Dex / +3 Mag / +3 Wil / +11 Lck Stealth bonus: +9 It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) 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 (+0 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. |
wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Cun / +6 Con Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Demonoath of the Blightspawn (0 def, 1 armour) Demonoath of the Blightspawn (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 6 blight / 6 temporal Damage (Ranged): 5 temporal Effects when hit in melee: * 20% chance to disease * 20% chance to inflict 15% damage reduction Changes stats: +5 Dex / +1 Wil Changes resistances: +6% blight / +6% temporal Changes damage: +4% blight / +4% temporal See invisible: +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour) cinder rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Neronne the hardened leather gloves (9 def, 10 armour) Neronne the hardened leather gloves (9 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +10 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Damage (Melee): 10 physical Changes damage: +11% physical Stamina each turn: +0.60 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 178.39 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Shimmermonster the drakeskin leather gloves (0 def, 3 armour) Shimmermonster the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +3 Dex / +3 Cun / +5 Con Changes resistances penetration: +10% lightning Changes damage: +9% lightning Physical save: +23 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +30% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. 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 drakeskin leather gloves of strength (+6) (0 def, 3 armour)alchemist's drakeskin leather gloves of strength (+6) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +3 Damage (Melee): 10 acid / 8 fire / 7 cold / 6 lightning Changes stats: +6 Str / +4 Mag / +4 Wil 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 drakeskin leather gloves of archery (0 def, 3 armour)spellstreaming drakeskin leather gloves of archery (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +3 Changes stats: +4 Cun / +7 Dex Mana each turn: +0.27 Spellpower: +12 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour) spellstreaming drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 6 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +4% arcane Mana each turn: +0.23 Spellpower: +10 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's iron gauntlets of dispersion (0 def, 1 armour) brawler's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 arcane Changes stats: +2 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun Changes resistances: +4% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 60.05 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
This item will automatically be transmogrified when you leave the level. brawler's voratun gauntlets of the starseeker (0 def, 3 armour)brawler's voratun gauntlets of the starseeker (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: Armour: +3 Changes stats: +5 Str / +4 Dex / +4 Mag / +9 Cun Changes resistances: +8% light / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 87.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. heroic voratun gauntlets of the iron hand (0 def, 8 armour)heroic voratun gauntlets of the iron hand (0 def, 8 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Mental save: +9 (+3 eff.) Disarm immunity: +37% Maximum life: +66.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of decomposition (3 def, 0 armour)elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal / +6% light / +6% fire / +7% nature / +5% acid / +6% blight / +7% cold / +8% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of decomposition (3 def, 0 armour)stabilizing elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Wil Changes resistances: +6% lightning / +7% temporal / +6% light / +3% fire / +6% nature / +4% acid / +4% blight / +7% cold / +6% darkness Physical save: +13 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of knowledge (0 def, 5 armour)prismatic drakeskin leather cap of knowledge (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes resistances: +20% light / +16% darkness Mindpower: +6 (+2 eff.) A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour) 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: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 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 71.32 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. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour) 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 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 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. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
This item will automatically be transmogrified when you leave the level. bladed voratun helm (0 def, 5 armour)bladed voratun helm (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% Damage when hit (Melee): 9 physical Changes stats: +4 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 406.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 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. |
4 zircon 4 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. |
15 aquamarine 15 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. |
11 opal 11 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. |
16 topaz 16 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. |
15 amethyst 15 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. |
16 onyx 16 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. |
16 lapis lazuli 16 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 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 emerald 13 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. |
20 garnet 20 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. |
18 quartz 18 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. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 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. |
15 turquoise 15 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. |
20 ruby 20 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. |
7 amber 7 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. |
33 bloodstone 33 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. |
30 fire opal 30 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. |
25 diamond 25 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. |
29 moonstone 29 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 pearl 25 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
434 alchemist agate 434 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. |
73 alchemist bloodstone 73 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. |
dwarven lantern 'Cleansehash' dwarven lantern 'Cleansehash'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Dex / +8 Con Changes damage: +12% nature Mental save: +14 (+5 eff.) Light radius: +4 See stealth: +20 See invisible: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl 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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 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 4, doing 32.15 cold damage and 32.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 154.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 154.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Ravenusher of the Blightspawn (dig speed 13 turns) Ravenusher of the Blightspawn (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -6% Changes stats: +5 Str / -10 Mag / +10 Wil / +3 Cun Changes damage: +9% arcane Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Maximum life: +25.00 Maximum stamina: +20.00 Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe of predation (dig speed 18 turns)voratun pickaxe of predation (dig speed 18 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str / +4 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) 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 563.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone totem of thorny skin [power 135] (30 cooldown)overpowered dragonbone totem of thorny skin [power 135] (30 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 135 and armour hardiness by 70%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick dragonbone totem of cure ailments [power 3] (7 cooldown)quick dragonbone totem of cure ailments [power 3] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. tentacled dragonbone totem of thorny skin [power 81] (20 cooldown)tentacled dragonbone totem of thorny skin [power 81] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Arada the Eternal Guard the Skeleton Sun Paladin level 33
52nd Dusk 123rd year of Ascendancy at 05:33 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
34th Pyre 123rd year of Ascendancy at 00:17 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
34th Pyre 123rd year of Ascendancy at 01:37 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 33
36th Dusk 123rd year of Ascendancy at 12:12 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 36
68th Dusk 123rd year of Ascendancy at 15:27 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 42
10th Decay 123rd year of Ascendancy at 22:19 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 48
80th Regrowth 124th year of Ascendancy at 00:14 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 35
64th Dusk 123rd year of Ascendancy at 15:59 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 17
18th Regrowth 123rd year of Ascendancy at 09:09 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 25
22nd Pyre 123rd year of Ascendancy at 09:20 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 37
12nd Haze 123rd year of Ascendancy at 05:19 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 43
1st Wintertide 124th year of Ascendancy at 22:52 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 36
76th Dusk 123rd year of Ascendancy at 16:42 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 34
60th Dusk 123rd year of Ascendancy at 03:52 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 44
3rd Allure 124th year of Ascendancy at 16:28 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 15
43rd Haze 122nd year of Ascendancy at 13:15 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
48th Pyre 123rd year of Ascendancy at 17:35 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 28
62nd Pyre 123rd year of Ascendancy at 20:46 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 46
28th Regrowth 124th year of Ascendancy at 02:44 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 36
76th Dusk 123rd year of Ascendancy at 06:12 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 21
44th Regrowth 123rd year of Ascendancy at 22:38 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 24
55th Regrowth 123rd year of Ascendancy at 16:14 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 43
1st Wintertide 124th year of Ascendancy at 02:32 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 30
9th Flare 123rd year of Ascendancy at 05:25 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 10
60th Dusk 122nd year of Ascendancy at 11:24 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 20
39th Regrowth 123rd year of Ascendancy at 02:00 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 30
3rd Flare 123rd year of Ascendancy at 11:11 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 40
29th Haze 123rd year of Ascendancy at 17:47 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 50
16th Pyre 124th year of Ascendancy at 07:38 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
39th Pyre 123rd year of Ascendancy at 10:48 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 45
24th Regrowth 124th year of Ascendancy at 07:56 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 47
49th Regrowth 124th year of Ascendancy at 10:52 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 14
41st Haze 122nd year of Ascendancy at 18:49 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 24
61st Regrowth 123rd year of Ascendancy at 13:27 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 41
37th Haze 123rd year of Ascendancy at 19:34 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 25
22nd Pyre 123rd year of Ascendancy at 03:22 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 35
60th Dusk 123rd year of Ascendancy at 08:46 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 8
53rd Dusk 122nd year of Ascendancy at 21:36 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
34th Pyre 123rd year of Ascendancy at 00:17 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 27
49th Pyre 123rd year of Ascendancy at 21:42 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 26
48th Pyre 123rd year of Ascendancy at 10:21 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 15
46th Haze 122nd year of Ascendancy at 10:31 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 10
66th Dusk 122nd year of Ascendancy at 17:27 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 28
69th Pyre 123rd year of Ascendancy at 07:22 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 47
51st Regrowth 124th year of Ascendancy at 13:06 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 30
3rd Flare 123rd year of Ascendancy at 11:27 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 14
19th Haze 122nd year of Ascendancy at 02:36 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 32
35th Dusk 123rd year of Ascendancy at 09:32 see stats
By Arada the Eternal Guard the Skeleton Sun Paladin level 47
68th Regrowth 124th year of Ascendancy at 12:09 see stats
Log
Arada the Eternal Guard is no longer weakened.
Arada the Eternal Guard's solar fury subsides.
Today is the 28th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 12:21.
Talent Stunning Blow is ready to use.
Talent Absorption Strike is ready to use.
The shield around Arada the Eternal Guard crumbles.
Talent Execution is ready to use.
Arada the Eternal Guard deactivates Chant of Fortress.
Arada the Eternal Guard deactivates Weapon of Wrath.
Arada the Eternal Guard deactivates Second Life.
Arada the Eternal Guard deactivates Searing Sight.
Arada the Eternal Guard deactivates Weapon of Light.
Arada the Eternal Guard deactivates Elemental Discord.