Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 50 / 4390% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 15) |
Dexterity | 64 (base 36) |
Constitution | 106 (base 62) |
Magic | 26 (base 9) |
Willpower | 144.60210838248 (base 62) |
Cunning | 130.24173720836 (base 64) |
Resources
Life | 2025/2025 |
Equilibrium | 91 |
Psi | 235/235 |
Healing Factor | 1.9717854420057 |
Regeneration | 98.162191126535 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 73.660585299275 |
See Invisible | 73.660585299275 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 169 |
Accuracy | 68 |
Crit Chance | 52% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 182 |
Accuracy | 68 |
Crit Chance | 50% |
APR | 97 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Physical | +31% |
Acid | +85% |
Light | +31% |
Nature | +167% |
Darkness | +34% |
Arcane | +25% |
Mind | +60% |
All | +19% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +25% |
Nature | +91% |
Acid | +47% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (48.304188961773%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 55 |
Mental Save | 65 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 62%( 70%) |
Cold | + 53%( 70%) |
All | + 50%( 70%) |
Light | + 50%( 70%) |
Temporal | + 57%( 70%) |
Mind | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 76% |
Confusion Resistance | 50% |
Fear Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 76% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1095% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 924 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Corrosive blades | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Moss | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Eyal's fury | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Wild-gift / Slime | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Ooze | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.60 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Soil |
talent | Psiblades |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Xiwen the elder vampire. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Velorithra the black bear. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 4087. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 |
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 your homeland 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 35 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | dwarven lantern 'Balancebile' dwarven lantern 'Balancebile'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +15% temporal Changes resistances penetration: +25% temporal Changes damage: +21% nature Mental save: +12 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +10% Light radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Scabcutter the drakeskin leather cap (0 def, 5 armour) Scabcutter the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +6% cold Changes resistances penetration: +25% mind Changes damage: +18% nature Critical mult.: +15.00% Confusion immunity: +20% Equilibrium when hit: +0.08 Mental crit. chance: +4% A cap made of leather. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 240.00 arcane damage and stunned) Activation costs 70 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | 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 (+1 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 Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | stralite ring 'Olysablek' stralite ring 'Olysablek'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +8 Cun / +6 Dex Changes resistances: +28% acid / +6% nature Changes damage: +14% acid Physical save: +6 (+2 eff.) Stun/Freeze immunity: +44% Life regen: +5.00 Stamina each turn: +3.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
On fingers | Jettreason JettreasonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances penetration: +15% darkness Changes damage: +27% acid / +12% light / +15% darkness / +18% mind Stun/Freeze immunity: +31% Life regen: +5.00 Light radius: +3 Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind / +5% all Changes damage: +10% all Confusion immunity: +30% Fear immunity: +30% Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +2 Amulets make your neck look great! |
In main hand | Oozing Heart (17-19 power, 57 apr, nature slow damage) Oozing Heart (17-19 power, 57 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 106% Wil, 64% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +57 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +4 Cun / +13 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +25 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 14 power out of 20/20) : Effective talent level: 4.2 Power cost: 14 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 326.33 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent category bonus: +0.20 Wild-gift Talent mastery: +0.20 Wild-gift / Harmony Mental save: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Eyal's Will (22-24 power, 90 apr, nature damage) Eyal's Will (22-24 power, 90 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 125% Wil, 42% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +90 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +21 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +38 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 21 power out of 30/30) : Effective talent level: 5.4 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 274.66 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Cloak | Duronariladig the elven-silk cloak (3 def, 10 armour) Duronariladig the elven-silk cloak (3 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +10 Defense: +3 (+0 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +20% nature / +18% blight Changes damage: +6% arcane / +12% physical Critical mult.: +10.00% Physical save: +36 (+11 eff.) Mental save: +12 (+3 eff.) Life regen: +11.00 Only die when reaching: -50.00 life Maximum life: +110.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Runykalthoran' (10 def, 0 armour) elven-silk robe 'Runykalthoran' (10 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +10 Cun / +12 Con Changes resistances: +35% mind / +15% all Changes damage: +26% nature / +23% mind Critical mult.: +20.00% Mental save: +6 (+2 eff.) Poison immunity: +43% Disease immunity: +50% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Maximum life: +60.00 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the psychic (die at -975; dur 7; cd 34) heroism infusion of the psychic (die at -975; dur 7; cd 34)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -975 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 975 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -932; dur 5; cd 32) heroism infusion of the sneak (die at -932; dur 5; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -932 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 932 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -793; dur 8; cd 28) heroism infusion of the titan (die at -793; dur 8; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -793 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 793 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514; 13 cd)regeneration infusion (heal 514; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 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 nature talent. |
wild infusion (res 19%; mental, physical; dur 4; cd 13) wild infusion (res 19%; mental, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 30%; magical, physical; dur 2; cd 11) wild infusion of the duelist (res 30%; magical, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 49%; physical; dur 4; cd 13) wild infusion of the psychic (res 49%; physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 36%; mental, magical; dur 3; cd 16) wild infusion of the titan (res 36%; mental, magical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 119; cd 20)shatter afflictions rune (absorb 119; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 119; cd 12)shatter afflictions rune (absorb 119; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Berilen BerilenCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +8 Changes stats: +8 Str / +7 Dex / +13 Wil Changes resistances: +9% acid Changes damage: +8% physical Mental save: +11 (+3 eff.) Confusion immunity: +20% Only die when reaching: -80.00 life Mindpower: +14 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
Bethuta the Shimmerquill Bethuta the ShimmerquillInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce armor by 12% Damage when hit (Melee): 10 acid Changes resistances: +21% acid / +5% arcane / +24% lightning Changes resistances penetration: +20% arcane Changes damage: +12% acid Cut immunity: +70% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 25 cooldown : Effective talent level: 4.2 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 609 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Blazestake the voratun amulet Blazestake the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Wil Changes resistances: +15% lightning Changes resistances penetration: +29% blight / +20% arcane Changes damage: +15% mind / +10% physical Spellpower: +30 (+4 eff.) See invisible: +21 Combat speed: +10% Damage Shield penetration: +34% Amulets make your neck look great! |
Burnstrider the gold amulet Burnstrider the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +6 Armour: +6 Defense: +9 (+2 eff.) Changes resistances cap: +5% all Changes resistances penetration: +20% physical Changes damage: +9% fire Physical save: +37 (+11 eff.) Amulets make your neck look great! |
Ce'Nitira the gold amulet Ce'Nitira the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +23 (+5 eff.) Changes resistances: +15% darkness Changes resistances cap: +5% all Changes resistances penetration: +25% temporal Physical save: +22 (+7 eff.) Poison immunity: +20% Pinning immunity: +20% Healing mod.: +10% Amulets make your neck look great! |
Cloudpython the stralite amulet Cloudpython the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Dex Changes resistances: +12% lightning / +21% cold Changes resistances penetration: +20% lightning / +25% acid Changes damage: +30% acid / +9% cold Amulets make your neck look great! |
Dazzleseam DazzleseamCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes stats: +8 Str / +9 Dex / +9 Wil Changes resistances: +15% cold / +15% mind / +9% light Changes resistances penetration: +15% light Changes damage: +24% mind Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 25 power out of 35/35) : Effective talent level: 5.6 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 649 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Flareburst the gold amulet Flareburst the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 77% * 20% chance to reduce armor by 12% Damage when hit (Melee): 4 acid Changes stats: +7 Cun Changes resistances: +6% fire Changes resistances penetration: +25% acid / +25% fire Amulets make your neck look great! |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +10% all Stun/Freeze immunity: +60% Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
Shadowonslaught ShadowonslaughtCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +9% nature / +9% darkness Critical mult.: +20.59% Physical save: +25 (+8 eff.) Spell save: +25 (+8 eff.) Mental save: +25 (+6 eff.) Amulets make your neck look great! |
Torchkiller TorchkillerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +4 Wil Changes resistances: +9% nature Changes resistances penetration: +25% fire Changes damage: +9% arcane / +24% nature Mental save: +11 (+3 eff.) Confusion immunity: +18% Mindpower: +11 (+2 eff.) Amulets make your neck look great! |
Tundratooth the gold amulet Tundratooth the gold amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +15% blight / +21% cold / +21% nature / +16% lightning Changes damage: +6% mind / +6% cold Poison immunity: +23% Disease immunity: +20% Stun/Freeze immunity: +28% Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Urindur UrindurCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes stats: +4 Wil Changes damage: +18% mind Physical save: +13 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Amulets make your neck look great! |
Voidflash VoidflashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +8.4% Damage when hit (Melee): 4 nature Changes stats: +10 Dex / +9 Con Changes resistances: +21% darkness Changes resistances penetration: +26% acid Changes damage: +6% physical Critical mult.: +10.00% Amulets make your neck look great! |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 35 power out of 80/80) : Effective talent level: 2.5 Power cost: 35 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
cleansing steel amulet of strength (+3) cleansing steel amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature / +10% blight Poison immunity: +20% Disease immunity: +22% Amulets make your neck look great! |
cleansing stralite amulet cleansing stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% nature / +20% blight Poison immunity: +33% Disease immunity: +28% Amulets make your neck look great! |
copper amulet 'Velena' copper amulet 'Velena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Cun Changes resistances: +11% fire / +11% cold Mindpower: +10 (+2 eff.) Amulets make your neck look great! |
gold amulet 'Berinarihek' gold amulet 'Berinarihek'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +25 (+6 eff.) Changes stats: +5 Con Changes resistances penetration: +15% physical Critical mult.: +15.00% Physical save: +19 (+6 eff.) Spell save: +19 (+6 eff.) Mental save: +19 (+5 eff.) Mindpower: +20 (+4 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
savior's stralite amulet of cunning (+6) savior's stralite amulet of cunning (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun Physical save: +15 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +20 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+1 eff.) Changes stats: +12 Lck Blindness immunity: +19% Infravision radius: +5 Sight radius: +2 See invisible: +11 Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
voratun amulet 'Poxquick' voratun amulet 'Poxquick'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 23% chance to reduce all saves and defense by 47 Changes stats: +20 Lck Changes resistances: +23% nature / +21% acid Changes resistances penetration: +15% acid / +29% cold / +20% nature Changes damage: +21% acid / +21% cold / +9% mind Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
voratun amulet 'Unronik' voratun amulet 'Unronik'Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Changes stats: +2 Dex / +6 Con Changes resistances: +30% blight / +6% temporal / +27% nature / +5% arcane Physical save: +37 (+11 eff.) Spell save: +25 (+8 eff.) Mental save: +25 (+6 eff.) Poison immunity: +50% Disease immunity: +50% Life regen: +7.00 Maximum life: +70.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. voratun amulet of perfection (0.39 Wild-gift / Mindstar mastery,0.39 Wild-gift / Antimagic)voratun amulet of perfection (0.39 Wild-gift / Mindstar mastery,0.39 Wild-gift / Antimagic) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.39 Wild-gift / Mindstar mastery +0.39 Wild-gift / Antimagic Amulets make your neck look great! |
wanderer's voratun amulet of mastery (0.24 Wild-gift / Ooze) wanderer's voratun amulet of mastery (0.24 Wild-gift / Ooze)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +7 Cun / +6 Con Talent mastery: +0.24 Wild-gift / Ooze Life regen: +5.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. |
Arina ArinaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Changes stats: +3 Cun / +7 Wil Changes resistances: +5% arcane Changes resistances penetration: +25% mind Maximum hate: +10.00 Mindpower: +20 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ashwhisper AshwhisperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +22% nature Changes resistances penetration: +5% fire Changes damage: +11% nature Light radius: +2 Infravision radius: +2 See invisible: +9 Rings make your fingers look great! |
Blindjam the stralite ring Blindjam the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +11 Dex / +5 Mag / +7 Wil / +10 Cun / +6 Con Changes resistances: +15% fire / +15% cold / +23% darkness / +9% light Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
Chalynarimnir the Satyrblow Chalynarimnir the SatyrblowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 77% Changes stats: +4 Str / +10 Dex / +2 Mag / +2 Wil Changes resistances: +6% nature Changes damage: +9% nature / +6% mind Life regen: +20.00 Maximum life: +68.00 See invisible: +21 Healing mod.: +20% Rings make your fingers look great! |
Darkire the steel ring Darkire the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes resistances: +24% nature / +9% cold Changes resistances penetration: +5% cold Changes damage: +12% darkness / +3% cold / +12% nature / +9% mind Rings make your fingers look great! |
Eilinamina the voratun ring Eilinamina the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+5 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +15% blight / +9% fire / +14% nature Changes resistances penetration: +15% arcane Critical mult.: +15.00% Physical save: +3 (+1 eff.) Poison immunity: +30% Disease immunity: +28% Pinning immunity: +10% Knockback immunity: +27% Life regen: +22.00 Maximum life: +100.00 Healing mod.: +16% Rings make your fingers look great! |
Elotta the voratun ring Elotta the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +11 Dex / +14 Mag / +3 Wil / +14 Con Infravision radius: +3 Rings make your fingers look great! |
Heatquill HeatquillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Dex Changes resistances: +6% blight / +3% fire / +6% nature Changes resistances penetration: +10% fire Critical mult.: +5.00% Physical save: +12 (+4 eff.) Poison immunity: +12% Disease immunity: +12% Rings make your fingers look great! |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Islunor the gold ring Islunor the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +4 Cun / +7 Wil Changes resistances: +18% blight Spell save: +9 (+3 eff.) Mental save: +32 (+8 eff.) Rings make your fingers look great! |
Layata the Wretchjeer Layata the WretchjeerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +20 (+5 eff.) Changes stats: +10 Cun Changes resistances: +6% nature Changes damage: +7% all Disarm immunity: +30% Pinning immunity: +41% Knockback immunity: +38% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +25.00 Maximum vim: +50.00 Spellpower: +19 (+2 eff.) Mindpower: +15 (+3 eff.) Rings make your fingers look great! |
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. |
Runuvor the Frigidqueen Runuvor the FrigidqueenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +24% lightning / +40% fire / +24% cold Changes damage: +21% cold / +20% fire Poison immunity: +27% Disarm immunity: +27% Confusion immunity: +27% Knockback immunity: +27% Life regen: +5.32 Rings make your fingers look great! |
Splendourfoe SplendourfoePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +11 Dex / +13 Mag Changes resistances: +15% light Changes damage: +20% light / +15% arcane Critical mult.: +15.00% Light radius: +3 Rings make your fingers look great! |
Unrothad the Arcrazor Unrothad the ArcrazorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +9% blight / +9% temporal / +23% darkness Changes resistances penetration: +15% blight / +15% arcane Changes damage: +9% arcane / +15% lightning Mental save: +13 (+3 eff.) Poison immunity: +23% Confusion immunity: +44% Spell crit. chance: +2% Rings make your fingers look great! |
Uroharador the copper ring Uroharador the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +9% blight / +3% darkness / +3% nature Spell save: +3 (+1 eff.) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
conjurer's stralite ring of lightning (+34%) conjurer's stralite ring of lightning (+34%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +34% lightning Changes damage: +17% lightning Spellpower: +8 (+1 eff.) Rings make your fingers look great! |
conjurer's stralite ring of misery conjurer's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 47 Damage (Melee): 17 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 47 Damage (Ranged): 21 physical Changes stats: +7 Mag / +6 Wil / +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Spellpower: +9 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 5.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gold lapis lazuli ring gold lapis lazuli ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +14 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.5 Power cost: 28 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 42% for 5 turns. Rings make your fingers look great! |
gold ring 'Elyyawen' gold ring 'Elyyawen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Con Changes resistances penetration: +15% physical Changes damage: +9% physical Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
mule's steel ring of frost (+24%) mule's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +24 Rings make your fingers look great! |
psionicist's stralite ring of light (+36%) psionicist's stralite ring of light (+36%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +36% light Changes damage: +18% light Mental save: +14 (+4 eff.) Rings make your fingers look great! |
savage's stralite ring of sensing savage's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+5 eff.) Blindness immunity: +30% Maximum stamina: +26.00 Infravision radius: +5 See stealth: +17 See invisible: +10 Rings make your fingers look great! |
steel ring 'Eleratha' steel ring 'Eleratha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +4 Con Changes resistances: +4% physical / +6% light / +3% cold Disarm immunity: +28% Pinning immunity: +27% Knockback immunity: +25% Maximum life: +27.00 Rings make your fingers look great! |
steel ring 'Manugen' steel ring 'Manugen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% cold Changes resistances penetration: +5% blight Changes damage: +13% cold Spell save: +6 (+2 eff.) Cut immunity: +20% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +80.00 Maximum mana: +80.00 Rings make your fingers look great! |
stralite amber ring stralite amber ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +6 Mag / +7 Wil Changes damage: +8% all Spellpower: +8 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings make your fingers look great! |
stralite ring 'Ebonyflash' stralite ring 'Ebonyflash'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 34 light Damage when hit (Melee): 10 darkness / 10 blight Changes stats: +9 Mag Changes resistances: +6% darkness / +9% blight Changes resistances penetration: +15% darkness / +25% blight Changes damage: +33% light Light radius: +2 Rings make your fingers look great! |
stralite ring 'Thundermarrow' stralite ring 'Thundermarrow'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Dex Changes resistances: +36% darkness / +6% arcane Changes damage: +18% lightning / +12% physical / +18% darkness Critical mult.: +24.41% Physical save: +22 (+7 eff.) Silence immunity: +24% Disarm immunity: +24% Stamina each turn: +3.00 Healing mod.: +24% Rings make your fingers look great! |
titan's steel ring of nature (+20%) titan's steel ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's stralite ring of life titan's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+4 eff.) Life regen: +11.00 Maximum life: +69.00 Healing mod.: +15% Rings make your fingers look great! |
titan's voratun ring of life titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+4 eff.) Life regen: +17.00 Maximum life: +76.00 Healing mod.: +16% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. treant's voratun ringtreant's voratun ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +15% blight Poison immunity: +30% Disease immunity: +30% Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +6 Wil Stun/Freeze immunity: +60% Spellpower: +13 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. inquisitor's iron battleaxe of shearing (12-19 power, 1 apr)inquisitor's iron battleaxe of shearing (12-19 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 141 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Kindleterror the voratun greatmaul (92-138 power, 4 apr)Kindleterror the voratun greatmaul (92-138 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 92.0 - 138.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 141 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +4 light / +12 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +21 Changes stats: +3 Wil Changes resistances: +12% light Changes resistances penetration: +21% all Mental crit. chance: +3% Light radius: +1 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword (62-98 power, 4 apr)truestriking voratun greatsword (62-98 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+11 eff.) Armour penetration: +21 Changes resistances penetration: +19% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty dragonbone longbow of piercingmighty dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +29 (+9 eff.) Armour penetration: +15 Physical power: +23 (+8 eff.) Changes stats: +6 Str Changes resistances penetration: +20% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword of massacre (56-78 power, 6 apr)plaguebringer's voratun longsword of massacre (56-78 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +20 blight When wielded/worn: Disease immunity: +35% Sharp, long, and deadly. |
Nexus of the Way (22-24 power, 40 apr, mind damage) Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 42 power out of 60/60) : Effective talent level: 2.5 Power cost: 42 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 103 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
nature's living mindstar of storms (16-18 power, 40 apr, mind damage) nature's living mindstar of storms (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 lightning Changes stats: +5 Str / +4 Dex / +5 Mag / +5 Wil / +6 Cun / +3 Con Changes resistances: +11% lightning / +6% blight Changes resistances penetration: +11% lightning Changes damage: +15% lightning / +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +10% Mindpower: +10 (+2 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. blazebringer's reinforced leather sling of true flightblazebringer's reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +58 fire When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +13.0% Changes resistances penetration: +20% fire Global speed: +7% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady drakeskin leather sling of enduringsteady drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +7.0% Changes stats: +15 Con / +11 Wil Maximum life: +110.00 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 139 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Frigidsin (42-50 power, 6 apr, light element)Frigidsin (42-50 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 27% chance to reduce all saves and defense by 47 Damage when hit (Melee): 10 temporal Changes stats: +8 Str / +8 Dex / +5 Mag Changes resistances penetration: +34% mind Changes damage: +9% cold / +42% light / +27% temporal Talent granted: +1 Command Staff Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Polyldalaith the dragonbone starstaff (30-36 power, 6 apr, darkness element)Polyldalaith the dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +40 (+13 eff.) Armour: +10 Damage when hit (Melee): 14 arcane / 6 blight Changes damage: +12% blight / +20% physical / +30% darkness Talent granted: +1 Command Staff Critical mult.: +27.20% Physical save: +22 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -108.81 life Maximum stamina: +40.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +13% Reduces paradox anomalies(equivalent to willpower): +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff of fate (30-36 power, 6 apr, arcane element)ethereal dragonbone magestaff of fate (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Spellpower: +21 (+3 eff.) Spell crit. chance: +13% Damage Shield penetration: +29% Damage Shield Power: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element)infernal dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes stats: +6 Mag / +6 Wil Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum mana: +110.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of fate (41-49 power, 6 apr, blight element)potent dragonbone vilestaff of fate (41-49 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +41% blight Talent granted: +1 Command Staff Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+4 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element)short dragonbone magestaff of illumination (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.5 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 63.40 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of evisceration (42-59 power, 6 apr)balanced voratun waraxe of evisceration (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +15.0% Physical power: +15 (+5 eff.) Defense: +15 (+3 eff.) Disarm immunity: +35% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun waraxe of rage (40-56 power, 6 apr)inquisitor's voratun waraxe of rage (40-56 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Deals 141 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +11 Str Changes damage: +10% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of ruin (38-53 power, 6 apr)voratun waraxe of ruin (38-53 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Critical mult.: +35.00% One-handed war axes. |
Turuyabar the Offaljustice Turuyabar the OffaljusticeCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +23 (+8 eff.) Effects on melee hit: * 23% chance to slow global speed by 77% Changes stats: +6 Wil Changes resistances: +6% acid / +3% light / +9% nature Changes damage: +3% light / +6% nature Spell save: +28 (+8 eff.) Mental save: +12 (+3 eff.) Maximum life: +97.00 Size category: +2 A belt that goes around your waist. |
Xanerikira the drakeskin leather belt Xanerikira the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +7 Dex / +12 Wil / +7 Cun Changes resistances: +15% lightning / +15% temporal Changes damage: +6% physical Physical save: +20 (+6 eff.) Spell save: +18 (+6 eff.) Mental save: +31 (+8 eff.) Stamina each turn: +3.00 Maximum life: +110.00 Maximum stamina: +20.00 A belt that goes around your waist. |
Glomira the Splendourspawner (2 def, 0 armour) Glomira the Splendourspawner (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +15% light / +12% lightning Changes damage: +9% light Stamina each turn: +3.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Saliriavena the Goreknave (3 def, 0 armour)Saliriavena the Goreknave (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 lightning / 8 nature / 8 blight Changes stats: +6 Cun / +4 Wil Changes damage: +41% blight / +24% light / +27% arcane Critical mult.: +15.00% Maximum mana: +80.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Veladana the Dawnnaught (3 def, 0 armour) Veladana the Dawnnaught (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +17% blight / +9% temporal / +20% nature / +20% darkness Changes resistances penetration: +17% darkness / +25% temporal Changes damage: +18% darkness Stealth bonus: +20 Life regen: +9.00 Maximum life: +54.00 Light radius: +3 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of the hunter (2 def, 0 armour) battlemaster's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Changes stats: +3 Str / +3 Dex / +3 Con Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+2 eff.) Stamina each turn: +0.50 Maximum life: +71.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. enveloping elven-silk cloak of protection (18 def, 0 armour)enveloping elven-silk cloak of protection (18 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of the guardian (17 def, 9 armour) resilient elven-silk cloak of the guardian (17 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +17 (+4 eff.) Physical save: +24 (+8 eff.) Spell save: +25 (+8 eff.) Mental save: +24 (+6 eff.) Maximum life: +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of Angolwen (0 def, 0 armour)ancient elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Wil / +16 Mag Changes resistances: +15% all Changes resistances penetration: +15% temporal / +11% physical Changes damage: +25% temporal / +30% physical Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Bregodunadir' (0 def, 0 armour) cashmere robe 'Bregodunadir' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Damage when hit (Melee): 8 physical Changes resistances: +10% blight / +11% all Changes resistances penetration: +5% arcane Critical mult.: +10.00% Physical save: +6 (+2 eff.) Life regen: +3.30 Vim when firing critical spell: +2.00 Maximum life: +156.00 Spellpower: +5 (+1 eff.) Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe 'Cloudriver' (0 def, 0 armour)elven-silk robe 'Cloudriver' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +41 (+13 eff.) Changes stats: +5 Con Changes resistances: +15% lightning / +15% all Changes resistances penetration: +34% acid Changes damage: +15% lightning Physical save: +24 (+8 eff.) Mental save: +30 (+8 eff.) Stamina each turn: +4.08 Mindpower: +4 (+0 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of Angolwen (0 def, 0 armour)elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+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. timebroken elven-silk robe of light (+36%) (0 def, 0 armour)timebroken elven-silk robe of light (+36%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +36% light / +15% all Changes damage: +21% temporal / +30% arcane / +24% light Maximum mana: +93.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour) verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +11% blight / +15% all Changes damage: +21% nature Poison immunity: +33% Disease immunity: +33% Life regen: +6.00 Maximum life: +75.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour) verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +19% blight / +15% all Changes damage: +18% nature Poison immunity: +35% Disease immunity: +33% Life regen: +3.90 Maximum life: +54.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots (0 def, 5 armour)blood-soaked pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of evasion (18 def, 5 armour)grounding pair of voratun boots of evasion (18 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: +4% Changes resistances: +15% lightning / +15% temporal Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 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 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of void walking (0 def, 5 armour)pair of drakeskin leather boots of void walking (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +24% darkness / +30% temporal Changes resistances penetration: +20% darkness / +19% temporal Defense after a teleport: +30 Resist all after a teleport: +18% New effects duration reduction after a teleport: +27% A pair of boots made of leather. |
pair of dwarven-steel boots 'Phoenixripper' (30 def, 4 armour) pair of dwarven-steel boots 'Phoenixripper' (30 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +30 (+7 eff.) Fatigue: -5% Damage when hit (Melee): 10 blight Changes resistances: +9% darkness / +18% fire Changes resistances penetration: +20% arcane / +15% mind Maximum encumbrance: +38 Physical save: +11 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Betemina' (0 def, 5 armour) pair of voratun boots 'Betemina' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 21% chance to reduce all saves and defense by 47 Damage when hit (Melee): 6 physical Changes stats: +5 Str / +5 Dex / +8 Wil Critical mult.: +21.07% Maximum encumbrance: +39 Physical save: +13 (+4 eff.) Silence immunity: +21% Only die when reaching: -84.29 life See invisible: +18 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. reinforced pair of drakeskin leather boots of strife (0 def, 13 armour)reinforced pair of drakeskin leather boots of strife (0 def, 13 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes stats: +6 Con / +6 Wil Changes resistances: +14% acid / +15% fire / +9% lightning / +15% cold Changes resistances penetration: +10% physical Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 2.5 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced pair of voratun boots of speed (0 def, 13 armour)reinforced pair of voratun boots of speed (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes resistances: +13% acid / +15% fire / +9% lightning / +15% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of disengagement (0 def, 5 armour)wanderer's pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Dex / +10 Cun / +6 Con Physical save: +25 (+8 eff.) Mental save: +25 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots (0 def, 5 armour)wanderer's pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +5 Con Physical save: +22 (+7 eff.) Mental save: +25 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakqueller the elven-silk wizard hat (3 def, 0 armour) Bleakqueller the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 13 blight Changes resistances: +42% nature / +9% darkness Changes damage: +20% nature / +9% blight Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +24 (+8 eff.) Poison immunity: +26% Silence immunity: +26% Maximum mana: +131.91 A pointy cloth hat, very wizardly... |
Borothad (3 def, 0 armour) Borothad (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +3 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Str Changes damage: +18% physical Critical mult.: +10.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +2.60 Psi when hit: +3.08 Hate when hit: +2.90 Only die when reaching: -80.00 life Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 25 power out of 35/35) : Effective talent level: 5.6 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 13. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Sepsisstreaker the drakeskin leather cap (0 def, 5 armour) Sepsisstreaker the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% acid / +15% blight / +22% cold / +21% nature / +9% lightning Changes resistances penetration: +20% lightning Changes damage: +15% nature Allows you to breathe in: water Spell save: +18 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat of knowledge (3 def, 0 armour)augmenting elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +7 Cun / +7 Wil Changes damage: +15% acid / +15% lightning / +15% cold / +11% arcane / +10% fire Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. bladed voratun helm of ire (0 def, 5 armour)bladed voratun helm of ire (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +17 Str / +5 Con Physical save: +11 (+3 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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 145.5 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather cap (0 def, 5 armour)warlord's drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +15% physical Physical save: +13 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened dwarven-steel mail armour of lightning resistance (3 def, 16 armour)hardened dwarven-steel mail armour of lightning resistance (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +9% acid / +10% physical / +10% cold / +34% lightning / +10% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of command (20 def, 20 armour)voratun mail armour of command (20 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Fatigue: +12% Changes stats: +6 Cun Mental save: +22 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of alacrity (20 def, 8 armour)drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened voratun plate armour of command (15 def, 36 armour)hardened voratun plate armour of command (15 def, 36 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +15 (+3 eff.) Fatigue: +22% Changes stats: +6 Cun Changes resistances: +13% acid / +13% physical / +13% cold / +13% lightning / +13% fire Mental save: +25 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of Eyal (0 def, 35 armour)impenetrable voratun plate armour of Eyal (0 def, 35 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Fatigue: +22% Life regen: +11.00 Maximum life: +79.00 Healing mod.: +19% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of delving (0 def, 16 armour)voratun plate armour of delving (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Str Changes resistances: +18% darkness / +14% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 4.2 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Polyda the voratun shield (0 def, 30 armour, 255.90588203494 block)Polyda the voratun shield (0 def, 30 armour, 255.90588203494 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +30 Fatigue: +8% Changes stats: +8 Con Changes resistances: +30% lightning / +15% blight / +15% mind / +15% acid Talent granted: +1 Block Maximum life: +136.01 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of the stars (0 def, 22 armour, 288 block)impervious voratun shield of the stars (0 def, 22 armour, 288 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +22 Fatigue: +8% Changes stats: +11 Mag / +11 Cun / +7 Con Changes resistances: +20% light / +20% darkness Changes damage: +19% light / +20% darkness Talent granted: +1 Block Physical save: +15 (+5 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of winter (0 def, 10 armour, 198 block)voratun shield of winter (0 def, 10 armour, 198 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 282 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. windwalling voratun shield of resistance (0 def, 10 armour, 192.5 block)windwalling voratun shield of resistance (0 def, 10 armour, 192.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +5 Wil Changes resistances: +13% acid / +20% physical / +11% cold / +10% fire / +13% lightning Talent granted: +1 Block Slows Projectiles: +33% Bonus block near projectiles: +110 Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 70 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. Lisiwe (24/24, 64-90 power, 29 apr)Lisiwe (24/24, 64-90 power, 29 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +3.0% Capacity: 24 Travel speed: +272% Damage (Ranged): +26 nature When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of dragonbone arrows of annihilation (20/20, 66-93 power, 35 apr)psychokinetic quiver of dragonbone arrows of annihilation (20/20, 66-93 power, 35 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 66.5 - 93.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +21.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 329 physical damage Travel speed: +200% Damage (Ranged): +60 physical Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
2111 alchemist agate 2111 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. |
6 onyx 6 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. |
10 aquamarine 10 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
9 opal 9 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. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 23 turns) dwarven-steel pickaxe of wreckage (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Changes stats: +5 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. voratun pickaxe 'Blindwing' (dig speed 17 turns)voratun pickaxe 'Blindwing' (dig speed 17 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce damage dealt by 37% Changes stats: +3 Str / +9 Cun Changes resistances: +27% darkness Changes resistances penetration: +15% mind Critical mult.: +20.00% Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +29 (+7 eff.) Maximum life: +78.00 Maximum psi: +68.01 Mindpower: +30 (+6 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 56 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
12 emerald 12 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. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
13 turquoise 13 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 56 power out of 150/150) : Effective talent level: 5.5 Power cost: 56 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.72 cold damage and 7.40 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Galewake the dwarven lantern Galewake the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Changes stats: +6 Wil / +4 Con Changes resistances: +10% blight / +5% arcane Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +18% lightning / +6% arcane Critical mult.: +16.00% Life regen: +13.00 Maximum life: +66.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Oozesteel OozesteelInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 77% Damage when hit (Melee): 6 nature Changes resistances: +3% blight / +6% cold / +15% darkness Changes damage: +6% nature Spell save: +3 (+1 eff.) Maximum life: +64.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 25 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
68 alchemist bloodstone 68 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. |
23 bloodstone 23 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. |
19 fire opal 19 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. |
8 garnet 8 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. |
15 ruby 15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 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 (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 811.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 18 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Torchstake (21/21, 52-63 power, 13 apr)Torchstake (21/21, 52-63 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +17.0% Capacity: 21 Turns elapse between self-loadings: 2 Travel speed: +272% Damage (Ranged): +27 nature / +27 fire Damage (radius 1) on hit: +27 physical Damage (radius 2) on crit: +27 physical When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots of erosion (7/19, 43-52 power, 3 apr)barbed pouch of dwarven-steel shots of erosion (7/19, 43-52 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 43.0 - 51.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +14.0% Capacity: 19 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 nature Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of voratun shots of crippling (21/21, 66-80 power, 6 apr)deadly pouch of voratun shots of crippling (21/21, 66-80 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Deepswild [power 170] (11 cooldown) Deepswild [power 170] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes resistances: +6% nature / +6% darkness Physical save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Maximum life: +60.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 223 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of mindblast [power 150] (11 cooldown) extending steel torque of mindblast [power 150] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending stralite torque of clear mind [power 3] (18 cooldown) extending stralite torque of clear mind [power 3] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase the duration of 2 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of psionic shield [power 181] (25 cooldown) overpowered stralite torque of psionic shield [power 181] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 181 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Hellsquill [power 434] (11 cooldown) Hellsquill [power 434] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 47 Changes resistances: +9% fire Changes damage: +15% lightning / +30% fire It can be used to sting an enemy dealing 1159 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 77% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 35 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
overpowered dragonbone totem of healing [power 782] (16 cooldown) overpowered dragonbone totem of healing [power 782] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 782 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elven-wood totem of stinging [power 362] (11 cooldown) powerful elven-wood totem of stinging [power 362] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 967 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
31 diamond 31 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. |
19 moonstone 19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 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. |
26 pearl 26 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber 9 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Polylelle the Thalore Oozemancer level 42
6th Mirth 124th year of Ascendancy at 18:27 see stats
By Polylelle the Thalore Oozemancer level 35
8th Decay 123rd year of Ascendancy at 00:48 see stats
By Polylelle the Thalore Oozemancer level 42
5th Mirth 124th year of Ascendancy at 02:40 see stats
By Polylelle the Thalore Oozemancer level 29
40th Dusk 123rd year of Ascendancy at 01:57 see stats
By Polylelle the Thalore Oozemancer level 48
33rd Haze 124th year of Ascendancy at 11:51 see stats
By Polylelle the Thalore Oozemancer level 50
51st Regrowth 125th year of Ascendancy at 12:58 see stats
By Polylelle the Thalore Oozemancer level 50
48th Regrowth 125th year of Ascendancy at 02:06 see stats
By Polylelle the Thalore Oozemancer level 45
1st Dusk 124th year of Ascendancy at 02:24 see stats
By Polylelle the Thalore Oozemancer level 30
13rd Haze 123rd year of Ascendancy at 03:12 see stats
By Polylelle the Thalore Oozemancer level 39
14th Pyre 124th year of Ascendancy at 21:22 see stats
By Polylelle the Thalore Oozemancer level 14
63rd Haze 122nd year of Ascendancy at 00:12 see stats
By Polylelle the Thalore Oozemancer level 46
25th Haze 124th year of Ascendancy at 23:37 see stats
By Polylelle the Thalore Oozemancer level 44
6th Flare 124th year of Ascendancy at 16:48 see stats
By Polylelle the Thalore Oozemancer level 36
30th Regrowth 124th year of Ascendancy at 13:17 see stats
By Polylelle the Thalore Oozemancer level 34
67th Haze 123rd year of Ascendancy at 13:08 see stats
By Polylelle the Thalore Oozemancer level 50
10th Haze 125th year of Ascendancy at 09:04 see stats
By Polylelle the Thalore Oozemancer level 22
44th Pyre 123rd year of Ascendancy at 19:09 see stats
By Polylelle the Thalore Oozemancer level 32
18th Haze 123rd year of Ascendancy at 06:34 see stats
By Polylelle the Thalore Oozemancer level 50
50th Dusk 125th year of Ascendancy at 04:47 see stats
By Polylelle the Thalore Oozemancer level 50
1st Time of Equilibrium 125th year of Ascendancy at 01:40 see stats
By Polylelle the Thalore Oozemancer level 46
26th Haze 124th year of Ascendancy at 06:51 see stats
By Polylelle the Thalore Oozemancer level 50
30th Pyre 125th year of Ascendancy at 22:07 see stats
By Polylelle the Thalore Oozemancer level 35
8th Decay 123rd year of Ascendancy at 00:19 see stats
By Polylelle the Thalore Oozemancer level 50
51st Regrowth 125th year of Ascendancy at 17:32 see stats
By Polylelle the Thalore Oozemancer level 10
17th Dusk 122nd year of Ascendancy at 13:51 see stats
By Polylelle the Thalore Oozemancer level 20
74th Regrowth 123rd year of Ascendancy at 23:41 see stats
By Polylelle the Thalore Oozemancer level 30
51st Dusk 123rd year of Ascendancy at 08:18 see stats
By Polylelle the Thalore Oozemancer level 40
42nd Pyre 124th year of Ascendancy at 21:09 see stats
By Polylelle the Thalore Oozemancer level 50
80th Haze 124th year of Ascendancy at 00:44 see stats
By Polylelle the Thalore Oozemancer level 50
64th Dusk 125th year of Ascendancy at 05:55 see stats
By Polylelle the Thalore Oozemancer level 50
41st Dusk 125th year of Ascendancy at 07:33 see stats
By Polylelle the Thalore Oozemancer level 29
36th Dusk 123rd year of Ascendancy at 17:12 see stats
By Polylelle the Thalore Oozemancer level 50
80th Haze 124th year of Ascendancy at 11:32 see stats
By Polylelle the Thalore Oozemancer level 25
15th Dusk 123rd year of Ascendancy at 20:43 see stats
By Polylelle the Thalore Oozemancer level 44
7th Flare 124th year of Ascendancy at 04:03 see stats
By Polylelle the Thalore Oozemancer level 50
10th Haze 125th year of Ascendancy at 09:03 see stats
By Polylelle the Thalore Oozemancer level 35
8th Decay 123rd year of Ascendancy at 00:48 see stats
By Polylelle the Thalore Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 20:37 see stats
By Polylelle the Thalore Oozemancer level 35
8th Decay 123rd year of Ascendancy at 00:48 see stats
By Polylelle the Thalore Oozemancer level 47
26th Haze 124th year of Ascendancy at 07:12 see stats
By Polylelle the Thalore Oozemancer level 24
4th Dusk 123rd year of Ascendancy at 06:29 see stats
By Polylelle the Thalore Oozemancer level 50
10th Haze 125th year of Ascendancy at 09:04 see stats
By Polylelle the Thalore Oozemancer level 50
4th Haze 125th year of Ascendancy at 09:19 see stats
By Polylelle the Thalore Oozemancer level 50
6th Decay 124th year of Ascendancy at 22:34 see stats
By Polylelle the Thalore Oozemancer level 24
3rd Dusk 123rd year of Ascendancy at 10:56 see stats
By Polylelle the Thalore Oozemancer level 24
1st Summertide 123rd year of Ascendancy at 11:28 see stats
By Polylelle the Thalore Oozemancer level 19
56th Regrowth 123rd year of Ascendancy at 11:57 see stats
By Polylelle the Thalore Oozemancer level 41
4th Mirth 124th year of Ascendancy at 08:44 see stats
By Polylelle the Thalore Oozemancer level 50
32nd Regrowth 125th year of Ascendancy at 00:39 see stats
Log
Polylelle picks up ( .): inquisitor's voratun waraxe of rage (40-56 power, 6 apr).
You pickup 0.85 gold pieces.
Polylelle picks up ( .): pair of drakeskin leather boots of void walking (0 def, 5 armour).
You pickup 0.85 gold pieces.
You pickup 0.85 gold pieces.
Polylelle picks up ( .): treant's voratun ring.
Polylelle picks up ( .): impervious voratun shield of the stars (0 def, 22 armour, 288 block).
Polylelle picks up ( .): wanderer's pair of drakeskin leather boots of disengagement (0 def, 5 armour).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 20 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Polylelle picks up ( .): diamond.
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
There is no portal to activate here.