












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 50 / 2382% |
| Size | medium |
| Lifes / Deaths | Killed by Gidhera the cave bear at level 23 on the 61st Dusk 122nd year of Ascendancy at 17:35 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 73 (base 41) |
| Dexterity | 101 (base 61) |
| Constitution | 22 (base 13) |
| Magic | 21 (base 12) |
| Willpower | 73 (base 53) |
| Cunning | 105 (base 60) |
Resources
| Life | 1547/1547 |
| Stamina | 394/394 |
| Equilibrium | 36 |
| Healing Factor | 1.3924166372472 |
| Regeneration | 33.259287002284 |
Speed
| Mental | +29% |
| Attack | 0% |
| Movement | +61% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 7 |
| See Stealth | 87.144936673542 |
| See Invisible | 89.144936673542 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 96 |
| Crit Chance | 58% |
| APR | 14 |
| Speed | 0.78 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Acid | +10% |
| Light | +22% |
| Cold | +22% |
| Mind | +34% |
| Physical | +55% |
| Fire | +17% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +33% |
| Light | +29% |
| Mind | +19% |
| Cold | +34% |
| Physical | +59% |
| Fire | +19% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 65 (80.678270784467%) |
| Defense | 86 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 61 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 72%( 78%) |
| Arcane | + 57%( 78%) |
| Cold | + 61%( 78%) |
| All | + 52%( 78%) |
| Darkness | + 67%( 78%) |
| Light | + 67%( 78%) |
| Lightning | + 55%( 78%) |
| Mind | + 65%( 78%) |
| Fire | + 57%( 78%) |
| Nature | + 69%( 78%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 96% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 26% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 720% 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 Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Rapid Shot |
| talent | Antimagic Shield |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Belerin the cave troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Islyvea the storm drake hatchling. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Salata the thief. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xerariatta the great wolf. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Eilinirelle the fire drake hatchling. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2266. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | barbed pouch of stralite shots of disruption (17/17, 162% power, 5 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +15.5% Capacity: 17 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage against: +13% Unnatural Shots are used with slings to pummel your foes to death. |
| Light source | Dazzlebreak the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +7 Changes stats: +4 Dex / +1 Wil Changes resistances penetration: +10% light / +9% all Reduces incoming crit damage: 15.00% Blindness immunity: +41% Confusion immunity: +21% Maximum life: +43.00 Light radius: +10 See stealth: +15 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 3.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | defender's voratun helm of precognition (15 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Defense: +15 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun Changes resistances: +6% all Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Zumaleg the Pusedge (30 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +30 (+5 eff.) Physical power: +17 (+4 eff.) Armour: +3 Defense: +30 (+6 eff.) Fatigue: +5% Changes stats: +5 Str / +7 Dex Changes resistances: +9% nature Changes resistances penetration: +15% physical Changes damage: +12% mind When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glibrekira the Blastwend [power 445] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +6% lightning Changes resistances penetration: +25% physical Mana when firing critical spell: +2.00 Spell crit. chance: +2% It can be used to blast the opponent's mind dealing 596 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
| On fingers | NoonblowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Defense: +25 (+5 eff.) Changes stats: +2 Dex Changes resistances: +12% light Critical mult.: +20.00% Stun/Freeze immunity: +34% Life regen: +6.00 Mindpower: +15 (+4 eff.) Rings make your fingers look great! |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | gold amulet 'Cobraedge'Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +2 Dex Changes resistances: +10% nature / +15% blight Changes resistances cap: +8% all Physical save: +28 (+7 eff.) Poison immunity: +26% Disease immunity: +26% Maximum stamina: +10.00 Amulets make your neck look great! |
| In main hand | rapiditoRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 acid Damage (radius 2) on crit: +45 lightning / +44 cold When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +4.0% Effects on ranged hit: * 10 arcane resource burn Changes stats: +8 Cun Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +24% lightning / +25% cold / +10% physical Changes damage: +6% lightning / +19% physical / +3% acid Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Spell save: +12 (+3 eff.) Movement speed: +41% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +4 Wil / +12 Cun / +9 Lck Damage against: +33% Summoned Reduced damage from: +38% Summoned Trap disarming bonus: +15 Stealth bonus: +11 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Dexterity 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 77.43 to 96.79 light damage (based on Willpower and Cunning) Activation costs 9 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Aliroddakan the elven-silk cloak (3 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 10 mind Changes stats: +6 Str Changes resistances: +5% arcane Changes damage: +21% physical Physical save: +12 (+3 eff.) Spell save: +9 (+2 eff.) Cut immunity: +20% Silence immunity: +20% Maximum life: +110.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's elven-silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% blight / +16% darkness / +16% mind / +15% all Physical save: +19 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +23 (+7 eff.) Life regen: +5.90 Maximum life: +94.00 Healing mod.: +29% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 106; 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 276; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 539; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; mental, physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 3 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. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 21%; mental; dur 2; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 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 (res 20%; mental, magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 2 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 sneak (res 36%; mental; dur 3; 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 mental 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 23%; magical, physical; dur 2; 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 magical and physical effect and reduce all damage taken by 23% for 2 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. |
wild infusion of the warrior (res 31%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 38%; mental; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; mental; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, blight, cold, nature, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 blight, 4 cold, 4 nature, 4 temporal 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.blink rune (range 4; phase 21; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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.blink rune (range 8; phase 27; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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.shielding rune of the titan (absorb 528; dur 8; cd 17) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 528 damage for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AerotirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +10 Defense: +30 (+6 eff.) Changes stats: +8 Con Changes resistances: +9% acid / +6% physical Reduces incoming crit damage: 15.00% Knockback immunity: +20% Healing mod.: +20% Amulets make your neck look great! |
Airstreak the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +6% physical Changes damage: +9% lightning Talent mastery: +0.28 Cunning / Survival Physical save: +6 (+2 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 Amulets make your neck look great! |
Aravea the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Dex / +2 Cun / +10 Con Changes resistances: +30% light / +28% darkness Blindness immunity: +50% Maximum hate: +10.00 Mental crit. chance: +4% Light radius: +3 Infravision radius: +3 Amulets make your neck look great! |
BregonarichikInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +10 Changes stats: +18 Str Changes damage: +12% physical Blindness immunity: +34% Only die when reaching: -83.52 life Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
CyrymissraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Changes resistances: +26% mind Changes damage: +9% mind Critical mult.: +10.00% Physical save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +44% Maximum life: +40.00 Amulets make your neck look great! |
DuvagrimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +11 Physical power: +30 (+8 eff.) Fatigue: -6% Changes stats: +2 Str Changes resistances: +9% blight Life regen: +3.00 Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 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 367 (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 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. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
GalegaldilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13% lightning / +9% darkness / +6% blight Spell save: +6 (+1 eff.) Stun/Freeze immunity: +32% See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
TarregrimInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Dex / +5 Con Changes resistances: +24% darkness / +9% mind / +26% light Changes damage: +12% mind Critical mult.: +10.00% Physical save: +13 (+4 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +40% Life regen: +5.00 Maximum life: +70.00 Maximum hate: +6.00 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying voratun amulet of perfection (0.36 Technique / Archery prowess,0.36 Technique / Archery training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% mind Talent masteries: +0.36 Technique / Archery prowess +0.36 Technique / Archery training Confusion immunity: +33% Amulets make your neck look great! |
clarifying voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% mind Blindness immunity: +34% Confusion immunity: +50% Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
grounding steel amulet of mastery (0.10 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% lightning Talent mastery: +0.10 Technique / Combat techniques Stun/Freeze immunity: +31% Amulets make your neck look great! |
wanderer's voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +7 Con Blindness immunity: +37% Life regen: +3.00 Stamina each turn: +1.30 Infravision radius: +10 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
ArohorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Armour: +8 Changes stats: +4 Str Stamina each turn: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
FilthsquallCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +11 Wil Changes damage: +18% nature / +7% all Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +41 (+7 eff.) Mindpower: +14 (+4 eff.) Rings make your fingers look great! |
Islabremira the BlastwakePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 62% Damage when hit (Melee): 6 lightning / 2 nature Changes stats: +4 Con Changes resistances: +3% lightning Changes damage: +12% lightning Spell save: +20 (+5 eff.) Mental save: +14 (+5 eff.) Silence immunity: +50% Confusion immunity: +38% Mana each turn: +0.37 Maximum stamina: +30.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Sepsisburst the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +3 Str / +7 Dex Changes resistances: +18% nature Mental save: +10 (+3 eff.) Confusion immunity: +38% Knockback immunity: +20% Life regen: +4.00 Maximum life: +60.00 Rings make your fingers look great! |
SmearumbraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 62% * 20% chance to reduce all saves and defense by 34 Changes resistances: +12% mind / +15% light Changes resistances penetration: +25% mind / +10% nature Blindness immunity: +32% Light radius: +3 Infravision radius: +5 See stealth: +9 See invisible: +13 Rings make your fingers look great! |
gold ring 'Unryrand'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% lightning / +3% darkness Mental save: +23 (+7 eff.) Confusion immunity: +25% Only die when reaching: -80.00 life Infravision radius: +2 Rings make your fingers look great! |
marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Mental save: +7 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
rogue's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +10 Cun Mental save: +15 (+5 eff.) Confusion immunity: +45% Rings make your fingers look great! |
savage's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +16 (+4 eff.) Disarm immunity: +28% Pinning immunity: +34% Knockback immunity: +33% Maximum life: +39.00 Maximum stamina: +18.00 Rings make your fingers look great! |
steel ring 'Migrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +25% mind Changes damage: +9% mind Reduces incoming crit damage: 10.00% Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +30% Maximum life: +26.00 See invisible: +6 Rings make your fingers look great! |
titan's voratun ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+3 eff.) Stun/Freeze immunity: +36% Life regen: +6.00 Rings make your fingers look great! |
treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +13 (+2 eff.) Changes resistances: +14% nature / +8% blight Poison immunity: +19% Disease immunity: +22% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 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! |
This item will automatically be transmogrified when you leave the level.Fogbreeze (171% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn * 27% chance to reduce damage dealt by 28% Damage (Melee): +16 lightning / +27 darkness When wielded/worn: Physical crit. chance: +7.0% Defense: +20 (+4 eff.) Changes resistances penetration: +34% physical Changes damage: +21% darkness Mental save: +24 (+7 eff.) Cut immunity: +27% Stamina each turn: +4.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental voratun dagger (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +30% acid Changes damage: +26% acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger (145% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +14% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced voratun greatsword of enduring (170% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 170% Range: 1.6x 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: Changes stats: +19 Str / +19 Dex / +19 Mag / +40 Wil / +17 Cun / +40 Con Maximum life: +154.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +40 (+7 eff.) Physical crit. chance: +34.0% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun longsword (154% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x 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% Damage (radius 2) on crit: +88 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% Sharp, long, and deadly. |
Emith the Charwasp (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +45 acid / +36 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Damage when hit (Melee): 2 arcane Changes resistances: +3% temporal / +12% fire Changes resistances penetration: +19% acid / +10% fire / +22% nature Spell save: +15 (+3 eff.) Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun mace of the mystic (158% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 159% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Changes stats: +11 Mag / +11 Wil Changes resistances penetration: +15% physical Spellpower: +15 (+3 eff.) Blunt and deadly. |
voratun mace 'Shockstoker' (156% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +33 lightning / +23 cold When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 4 lightning Changes resistances penetration: +22% lightning / +18% cold / +10% light Changes damage: +15% blight Movement speed: +39% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.mitotic living mindstar of balance (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 62% * 20% chance to reduce armor by 12% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +1.70 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.protector's living mindstar (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% all Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 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. |
Abyssbreacher the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +12 fire When wielded/worn: Physical power: +13 (+3 eff.) Effects on ranged hit: * 25 arcane resource burn Changes stats: +8 Str / +6 Dex / +5 Wil / +11 Cun Changes resistances: +6% light / +9% darkness Changes resistances penetration: +15% fire Changes damage: +21% physical Talent mastery: +0.20 Wild-gift / Antimagic Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Mindpower: +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Grinatar the HazetorrentRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +6.0% Changes resistances: +18% light Changes damage: +6% cold Blindness immunity: +20% Silence immunity: +20% Stun/Freeze immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
Mumnir the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +75 fire When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +15 Changes stats: +14 Wil / +1 Cun / +18 Con Changes resistances: +12% darkness / +6% light / +9% mind Changes resistances penetration: +25% fire / +11% all Talent mastery: +0.20 Wild-gift / Fungus Life regen: +4.73 Maximum life: +100.00 Global speed: +11% It can be used to regenerate 230 life over 5 turns Activation puts all charms on cooldown for 15 turns. Slings are used to hurl stones or metal shots at your foes. |
caustic drakeskin leather sling of piercingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +29 acid / +26 nature When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +25 Changes resistances penetration: +18% acid / +22% nature / +10% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.swiftstrike drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +6 Cun Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
throat-seeking drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +23 nature When wielded/worn: Changes resistances penetration: +10% nature Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x 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 (+8 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 145 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." |
Tasin the Cobrasmash (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 physical Changes resistances: +9% nature Changes resistances penetration: +15% physical Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.40 Vim when firing critical spell: +6.00 Only die when reaching: -40.00 life Maximum mana: +100.00 Maximum vim: +40.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +29% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.bloodlich's dragonbone magestaff of power (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 stats: +10 Mag / +9 Cun / +9 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +24.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +47.00 Maximum neg.energy: +39.00 Spellpower: +34 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone magestaff of might (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Armour: +12 Armour Hardiness: +12% Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.earthen dragonbone magestaff of wizardry (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +9% Changes stats: +6 Mag / +5 Wil Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Maximum mana: +110.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced orichalcum trident of phasing (163% power, 43 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +43 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +28% When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+4 eff.) Disarm immunity: +63% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.hateful voratun waraxe of erosion (150% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x 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% Damage (Melee): +18 darkness / +20 nature Damage against: +20% Living One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level.blurring drakeskin leather belt of magery Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +11 Mag / +11 Wil Stealth bonus: +15 Spell crit. chance: +6% A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 4.5 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Emeleth the Dourrain (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +2 Cun / +2 Dex Changes resistances: +9% fire Changes damage: +18% physical 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. |
Rainfame the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 blight Changes resistances: +16% nature / +26% blight Changes damage: +6% blight / +6% cold Physical save: +12 (+3 eff.) Mental save: +10 (+3 eff.) Life regen: +11.00 Only die when reaching: -50.00 life Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootjeer the cashmere cloak (13 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +7 Defense: +13 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Con Changes resistances: +12% temporal Changes damage: +12% darkness Physical save: +19 (+5 eff.) Spell save: +19 (+4 eff.) Mental save: +19 (+6 eff.) Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarymnir the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +1.0% Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 62% Changes stats: +2 Str / +3 Dex / +4 Cun Changes resistances: +18% nature / +14% blight Critical mult.: +21.00% Stealth bonus: +8 Mental save: +6 (+2 eff.) Teleport immunity: +20% Life regen: +9.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Defense: +3 (+0 eff.) Changes stats: +5 Str / +3 Dex / +4 Con Talent mastery: +0.30 Technique / Combat training Critical mult.: +14.00% Stealth bonus: +10 Spell save: +6 (+1 eff.) Stamina each turn: +0.70 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 fog (28 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+5 eff.) Changes resistances: +25% light / +22% fire Stealth bonus: +15 Physical save: +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Bokydodir the Snowwyrd (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce all saves and defense by 34 Changes stats: +8 Mag / +8 Wil Changes resistances: +15% cold / +20% mind / +15% all Changes resistances penetration: +34% cold Changes damage: +39% cold Mental save: +6 (+2 eff.) Mana each turn: +0.40 Psi each turn: +0.40 Maximum hate: +13.60 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Changes resistances penetration: +14% darkness / +19% physical Changes damage: +19% darkness / +13% physical Life regen: +4.10 Maximum life: +78.00 Maximum hate: +11.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +11% lightning / +10% cold / +14% blight / +13% all Changes damage: +14% lightning / +21% physical / +9% cold Life regen: +4.30 Maximum life: +58.00 Healing mod.: +26% 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 alchemy (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: +19% acid / +18% physical / +20% fire / +19% cold / +15% all Changes damage: +24% acid / +21% physical / +27% temporal / +25% fire / +29% arcane / +24% cold Talent cooldown: Refit Golem (-6 turns) Maximum mana: +101.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alyregokor (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 6 mind Changes resistances: +3% temporal / +1% physical / +6% nature / +12% darkness Silence immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Maximum life: +20.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Burnvice the pair of voratun boots (30 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 Defense: +30 (+6 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 fire Changes resistances penetration: +25% fire Physical save: +6 (+2 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.eldritch pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Mag / +6 Wil Stamina each turn: +0.80 Mana each turn: +0.60 Maximum mana: +54.00 Maximum stamina: +39.00 Spell crit. chance: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced pair of voratun boots of tirelessness (0 def, 15 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes resistances: +15% acid / +14% fire / +15% lightning / +15% cold Stamina each turn: +1.20 Maximum stamina: +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +5.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layyba the drakeskin leather gloves (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +13 Damage (Melee): 15 lightning Changes stats: +10 Str / +6 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +10% blight Changes damage: +10% lightning / +6% blight Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Disarm immunity: +50% Stamina each turn: +1.00 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (radius 2) on crit: +14 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of strength (+5) (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +7 Changes stats: +5 Str Mental save: +11 (+4 eff.) Maximum life: +64.00 When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Shadevenom' (5 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +5% Damage (Melee): 13 nature Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +19% nature Changes resistances penetration: +10% acid Changes damage: +11% nature / +3% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +25 (+7 eff.) Mental save: +21 (+6 eff.) Disarm immunity: +50% Stamina each turn: +3.55 Maximum life: +68.00 When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +33 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (radius 2) on crit: +15 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
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 (+1 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 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 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 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. 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. |
Frigidnigh (31 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+6 eff.) Fatigue: +5% Changes resistances: +2% physical / +18% light / +12% fire / +6% cold / +9% mind / +13% nature Reduces incoming crit damage: 10.00% Spell save: +10 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Maximum life: +80.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gloryta (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +2 Mag Changes resistances: +24% nature Changes damage: +16% nature Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Cut immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Noonkiss the drakeskin leather cap (7 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 10 darkness Changes stats: +5 Cun / +4 Wil Changes resistances: +13% blight / +3% light / +11% darkness / +7% all Changes resistances penetration: +15% darkness / +26% light Changes damage: +6% light / +6% darkness Physical save: +10 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+4 eff.) Mindpower: +6 (+2 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 22 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.dragonslayer's voratun helm of the depths (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% acid / +15% fire / +15% lightning / +19% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Relgiroddarek' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +8 Dex / +7 Wil Changes resistances: +11% lightning / +15% physical / +15% temporal Changes resistances penetration: +5% blight Changes damage: +3% arcane Physical save: +13 (+4 eff.) Poison immunity: +21% Confusion immunity: +10% Life regen: +4.14 Spellpower on spell critical (stacks up to 3 times): +10 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex A cap made of leather. |
hardened leather cap 'Dagevon' (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+4 eff.) Fatigue: +3% Changes stats: +5 Con Changes resistances: +12% fire Silence immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +4% A cap made of leather. |
voratun helm 'Hazeoath' (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to reduce armor by 12% Damage when hit (Melee): 10 physical Changes resistances: +25% mind / +15% acid Changes resistances penetration: +25% cold Changes damage: +21% cold Mental save: +26 (+8 eff.) Confusion immunity: +49% Only die when reaching: -82.75 life 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.voratun helm of blood magic (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Mag / +8 Wil Changes damage: +20% blight / +20% arcane Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun mail armour of implacability (5 def, 32 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +5 (+1 eff.) Fatigue: +2% Physical save: +13 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of thunder (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+6 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Mag / +10 Wil Changes resistances: +20% lightning / +19% light / +20% darkness Spellpower: +25 (+4 eff.) Spell crit. chance: +10% Mindpower: +20 (+6 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour of command (15 def, 10 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +15 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +16 (+5 eff.) Life regen: +3.80 Stamina each turn: +1.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of the deep (0 def, 37 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: +37 Fatigue: +22% Changes resistances: +10% acid / +15% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Adariassra the Gloomrage (0 def, 10 armour, 180% power, 202.5 block) Requires: - Shield usage training - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * 20% chance to reduce damage dealt by 28% Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 acid / +30 physical / +8 blight When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 28% Effects when hit in melee: * 20% chance to reduce armor by 12% Changes stats: +6 Con / +9 Wil Changes resistances: +20% acid / +20% physical / +30% fire Talent granted: +1 Block Spell save: +6 (+1 eff.) Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Slows Projectiles: +31% Bonus block near projectiles: +80 Handheld deflection devices. |
Blightstopper (18 def, 12 armour, 164% power, 240 block)Requires: - Shield usage training - Dexterity 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 18 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Titanic (20 def, 18 armour, 159% power, 320 block)Requires: - Shield usage training - Dexterity 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level.inquisitor's quiver of dragonbone arrows of crippling (22/22, 163% power, 18 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of torment (18/18, 164% power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
2033 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Velegakira the voratun pickaxe (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Changes stats: +13 Str Changes damage: +9% acid / +15% physical Physical save: +24 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +87.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
4 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. |
8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 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 16 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. |
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)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)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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
11 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. |
6 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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)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 303.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 19 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Lelydur the Blindborn (18/18, 185% power, 11 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 186% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +21.5% Capacity: 18 On weapon hit: * 20% chance to reduce damage dealt by 28% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +16 fire Damage (radius 2) on crit: +12 darkness Shots are used with slings to pummel your foes to death. |
Vorildaba the Scorpionobsidian (20/20, 179% power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 24% chance to reduce all saves and defense by 34 * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 228 physical damage On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Ranged): +37 physical / +12 nature / +12 fire Damage (radius 1) on hit: +8 mind 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 voratun shots of vileness (24/24, 178% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 24 On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 blight Shots are used with slings to pummel your foes to death. |
piña (15/23, 193% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 194% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +44.0% Capacity: 23 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +237% Damage (Ranged): +30 cold Damage (radius 2) on crit: +15 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Radiancetyphoon' (25/25, 163% power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 163% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 25 On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 62% * 20% chance to create vines that bind the target to the ground dealing 228 nature damage and pinning them for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage * 20% chance to knock the target back 3 spaces and deal 228 physical damage Travel speed: +200% Damage (Ranged): +40 physical / +4 light / +33 cold Damage (radius 1) on hit: +24 light Damage (radius 2) on crit: +24 light / +15 cold Shots are used with slings to pummel your foes to death. |
Dagelathagolin the voratun torque of mindblast [power 475] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +25 (+5 eff.) Changes stats: +4 Mag Changes resistances: +12% lightning / +18% nature / +21% darkness Changes resistances penetration: +34% blight Physical save: +12 (+3 eff.) Disarm immunity: +27% Healing mod.: +27% It can be used to blast the opponent's mind dealing 636 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Phoenixstrider [power 3] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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 34 Damage when hit (Melee): 4 mind Changes resistances: +30% fire Changes damage: +30% blight 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 19 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
powerful voratun torque of psionic shield [power 139] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 139 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of gale force [power 630] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 17 spaces and dealing 976 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Getatoyaleg the Charbreacher [power 506] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +8 Wil / +4 Cun / +2 Con Changes damage: +9% fire Reduces incoming crit damage: 10.00% Infravision radius: +1 It can be used to heal yourself and all friendly characters within 10 spaces for 506 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 58% for 2 turns. * Increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
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 62% 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 (+5 eff.) Mindpower: +8 (+3 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 37 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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 (+2 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 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Velithra [power 410] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +4 Dex Changes resistances: +5% arcane Critical mult.: +20.00% Spell save: +15 (+3 eff.) Stamina each turn: +3.00 Spell crit. chance: +5% It can be used to sting an enemy dealing 439 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.cleansing dragonbone totem of thorny skin [power 87] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Flashwinter' [power 476] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% mind Mental save: +12 (+4 eff.) Psi when hit: +0.08 Maximum psi: +20.00 Mental crit. chance: +3% It can be used to heal yourself and all friendly characters within 10 spaces for 476 Activation puts all charms on cooldown for 11 turns. When used: * Reduce fatigue by 60% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing dragonbone totem of healing [power 560] (11 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 560 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. |
2 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. |
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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
5 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
5 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. |
5 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 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. |
2 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Akradid the Thalore Archer level 37
12nd Regrowth 123rd year of Ascendancy at 12:18 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Akradid the Thalore Archer level 50
33rd Pyre 123rd year of Ascendancy at 08:26 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Akradid the Thalore Archer level 37
10th Regrowth 123rd year of Ascendancy at 20:00 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Akradid the Thalore Archer level 23
58th Dusk 122nd year of Ascendancy at 04:55 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Akradid the Thalore Archer level 44
63rd Regrowth 123rd year of Ascendancy at 06:59 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Akradid the Thalore Archer level 42
51st Regrowth 123rd year of Ascendancy at 12:32 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Akradid the Thalore Archer level 39
45th Regrowth 123rd year of Ascendancy at 08:41 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Akradid the Thalore Archer level 45
79th Regrowth 123rd year of Ascendancy at 07:18 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Akradid the Thalore Archer level 40
47th Regrowth 123rd year of Ascendancy at 13:25 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Akradid the Thalore Archer level 35
9th Regrowth 123rd year of Ascendancy at 11:42 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Akradid the Thalore Archer level 29
1st Allure 123rd year of Ascendancy at 05:01 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Akradid the Thalore Archer level 50
3rd Mirth 123rd year of Ascendancy at 14:40 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Akradid the Thalore Archer level 22
41st Dusk 122nd year of Ascendancy at 12:48 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Akradid the Thalore Archer level 29
5th Decay 122nd year of Ascendancy at 07:45 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Akradid the Thalore Archer level 42
56th Regrowth 123rd year of Ascendancy at 13:23 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Akradid the Thalore Archer level 50
78th Pyre 123rd year of Ascendancy at 16:14 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Akradid the Thalore Archer level 38
22nd Regrowth 123rd year of Ascendancy at 12:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Akradid the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 06:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Akradid the Thalore Archer level 20
33rd Dusk 122nd year of Ascendancy at 15:32 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Akradid the Thalore Archer level 30
1st Allure 123rd year of Ascendancy at 05:01 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Akradid the Thalore Archer level 40
46th Regrowth 123rd year of Ascendancy at 15:52 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Akradid the Thalore Archer level 50
33rd Pyre 123rd year of Ascendancy at 02:23 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Akradid the Thalore Archer level 50
78th Pyre 123rd year of Ascendancy at 02:16 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Akradid the Thalore Archer level 50
43rd Pyre 123rd year of Ascendancy at 07:46 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Akradid the Thalore Archer level 29
47th Haze 122nd year of Ascendancy at 02:20 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Akradid the Thalore Archer level 28
5th Haze 122nd year of Ascendancy at 14:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Akradid the Thalore Archer level 42
55th Regrowth 123rd year of Ascendancy at 07:14 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Akradid the Thalore Archer level 27
3rd Haze 122nd year of Ascendancy at 15:27 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Akradid the Thalore Archer level 41
47th Regrowth 123rd year of Ascendancy at 14:51 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Akradid the Thalore Archer level 50
3rd Mirth 123rd year of Ascendancy at 14:39 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Akradid the Thalore Archer level 10
4th Mirth 122nd year of Ascendancy at 23:12 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Akradid the Thalore Archer level 50
3rd Mirth 123rd year of Ascendancy at 14:40 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Akradid the Thalore Archer level 50
52nd Pyre 123rd year of Ascendancy at 00:15 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Akradid the Thalore Archer level 12
9th Mirth 122nd year of Ascendancy at 12:30 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Akradid the Thalore Archer level 45
77th Regrowth 123rd year of Ascendancy at 01:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Akradid the Thalore Archer level 25
76th Dusk 122nd year of Ascendancy at 09:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Akradid the Thalore Archer level 18
27th Dusk 122nd year of Ascendancy at 02:38 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Akradid the Thalore Archer level 36
9th Regrowth 123rd year of Ascendancy at 15:49 see stats
Log
Akradid picks up ( .): bloodstone.
Akradid picks up ( .): blurring drakeskin leather belt of magery.
Akradid picks up ( .): barbed pouch of voratun shots of vileness (24/24, 178% power, 6 apr).
Ran for 11 turns (stop reason: interesting terrain).
Akradid picks up ( .): inquisitor's quiver of dragonbone arrows of crippling (22/22, 163% power, 18 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Akradid deactivates Apply Poison.
Akradid activates Apply Poison.
Akradid deactivates Intuitive Shots.
Akradid activates Intuitive Shots.
Akradid deactivates Trained Reactions.
Akradid activates Trained Reactions.
Akradid deactivates Rapid Shot.
Akradid activates Rapid Shot.
Akradid deactivates Crippling Poison.
Akradid activates Crippling Poison.
Akradid deactivates Numbing Poison.
Akradid activates Numbing Poison.
Akradid deactivates Antimagic Shield.
Akradid activates Antimagic Shield.
Akradid regains balance.














































































































































































