












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Cash Grab 1.4.8Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Items Vault 1.5.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. No Encumbrance 1.0.4This addon permanently sets the player's current encumbrance to zero. Please let me know if there are any issues. Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Devil's Due Blackstaff Class Addon 1.1.6Charged with keeping the secret of Angolwen's location by any means neccesary, This updated version takes the class in a somewhat different direction, and starts them in Angolwen. The Angolwen starter dungeon can be done with a phase door rune, but it is...tricky. So they start with a controlled phase door rune. A bit of a cheat, but let's say it's SI:3's version of Bond gadgets. To be done in future updates possibly: changing psi-fighting to a custom arcane talent. Spell Merchants 1.5.10
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Infinite Cat Points 1.4.0One Cat Point per level. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Superhuman |
| Class | Necromancer |
| Level / Exp | 1000 / 6110639% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 6850 (base 300) |
| Dexterity | 6804 (base 300) |
| Constitution | 10199 (base 300) |
| Magic | 6811 (base 300) |
| Willpower | 6795 (base 300) |
| Cunning | 6793 (base 300) |
Resources
| Mana | 3924930/3924930 |
| Vim | 396700/396700 |
| Life | -55072275/39461607 |
| Insanity | 0/100 |
| Stamina | 1989868/1989868 |
| Soul | 694/695 |
| Healing Factor | 2.2010557251177 |
| Regeneration | 17.168234655918 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +641.06758471632% |
| Spell | +200% |
| Global | +229% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 460 |
| See Stealth | 27024.620669944 |
| See Invisible | 59645.187651323 |
| Stealth | 40203 |
| ESP Range | 20 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 362577 |
| Accuracy | 514 |
| Crit Chance | 16508% |
| APR | 56 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 1483 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 666 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Blight | +1370% |
| Arcane | +857% |
| Cold | +1057% |
| All | 0% |
| Mind | +30% |
| Lightning | +16731% |
| Light | +57% |
| Temporal | +10% |
| Physical | +847% |
| Darkness | +1791% |
| Fire | +17387% |
| Nature | +22% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +95% |
| Cold | +195% |
| Lightning | +100% |
| Light | +25% |
| Mind | +40% |
| Arcane | +95% |
| Fire | +110% |
| Darkness | +258% |
Defense: Base
| Armour (hardiness) | 2996.0359241999 (69.345597965822%) |
| Defense | 474 |
| Ranged Defense | 474 |
| Fatigue | 0 |
| Physical Save | 606 |
| Spell Save | 568 |
| Mental Save | 881 |
Defense: Resistances
| Acid | + 57%( 76%) |
| Arcane | + 86%( 86%) |
| Cold | + 57%( 76%) |
| All | +1153%( 76%) |
| Mind | + 57%( 86%) |
| Lightning | + 57%( 76%) |
| Light | + 57%( 76%) |
| Temporal | + 57%( 86%) |
| Physical | + 57%( 76%) |
| Darkness | + 57%( 76%) |
| Fire | + 57%( 76%) |
| Nature | + 57%( 76%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 100% |
| Knockback Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 35% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 30063.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 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 250 damage for 25 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 1030% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Animus | 201.30 |
| 1/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Oblivion | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Dark Adept | 201.30 |
| 100/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Spell / Dark | 201.30 |
| 1/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 201.30 |
| 1/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Unhealing | 201.30 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Unlight | 201.30 |
| 100/5 |
| 1/5 |
| 100/5 |
| 0/5 |
| Spell / Arcane Weapon | 201.30 |
| 1/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| Spell / Arcane | 201.30 |
| 1/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Demented / Prophecy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Charnel | 201.30 |
| 1/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| Spell / Necrotic minions | 201.30 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| 0/5 |
| Spell / Reaper | 201.30 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Spell / Vampirism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 201.00 |
| 100/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 201.60 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Demented / Timethief | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 201.00 |
| 1/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Demented / Nether | 201.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Demented / Madness | 201.00 |
| 1/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Demented / Tentacles | 201.00 |
| 100/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Spell / Ice | 201.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Demented / Path of horror | 201.00 |
| 1/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Demented / Entropy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 201.00 |
| 1/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| Demented / Disfigured face | 201.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Spell / Air | 201.00 |
| 1/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| Spell / Enhancement | 201.10 |
| 100/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| Demented / Friend of the worm | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Demented / Controlled horrors | 201.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Demented / Writhing body | 201.00 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 201.00 |
| 1/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Spell / Aether | 201.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Spell / Earth | 201.00 |
| 100/5 |
| 100/5 |
| 0/5 |
| 0/5 |
| Demented / Chronophage | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 201.30 |
| 1/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Spell / Meta | 201.10 |
| 1/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Wildfire | 201.00 |
| 1/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Spell / Stone | 201.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
Generic Talents
| Cunning / Survival | 201.20 |
| 100/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Corruption / Vile life | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Cunning / Zeal | 201.30 |
| 100/5 |
| 1/5 |
| 100/5 |
| 0/5 |
| Spell / Staff magic | 201.00 |
| 1/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Demented / Doom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Wicked Mind | 201.30 |
| 1/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Cunning / Dead secrets | 201.30 |
| 100/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 201.40 |
| 1/5 |
| 100/5 |
| 1/5 |
| 100/5 |
| Technique / Conditioning | 200.90 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Demented / Beyond sanity | 201.00 |
| 100/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 200.90 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Spell / Aegis | 201.30 |
| 1/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Necrosis | 201.30 |
| 100/5 |
| 1/5 |
| 100/5 |
| 100/5 |
| 100/5 |
| Demented / Calamity | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Staff combat | 201.30 |
| 100/5 |
| 100/5 |
| 100/5 |
| 0/5 |
| Spell / Conveyance | 201.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 100/5 |
| Cursed / Cursed form | 201.00 |
| 100/5 |
| 100/5 |
| 100/5 |
| 100/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Icy Talons |
| talent | Keen Senses |
| talent | Sinister Power |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Tempest |
| talent | Arcane Power |
| talent | Premonition |
| talent | Shielding |
| talent | Mental Tyranny |
| talent | Hurricane |
| talent | Quicken Spells |
| talent | Empower Staff |
| talent | Necrotic Aura |
| talent | Exploit Weakness |
| talent | Blurred Mortality |
| talent | Soulwinds |
| talent | River of Souls |
| talent | Fiery Hands |
| talent | Elemental Discord |
| talent | Vampiric Gift |
| talent | Crystalline Focus |
| talent | Disruption Shield |
| talent | Shock Hands |
| talent | Arcane Shield |
| talent | Death Vortex |
| talent | Defensive Posture |
| talent | Will o' the Wisp |
| talent | Pure Aether |
| talent | Meat Shield |
| talent | Uttercold |
| talent | Arcane Harmony |
| talent | Frostdusk |
| talent | Staff Warding |
| talent | Spellcraft |
| talent | Wicked Fervor |
| talent | Burning Wake |
| talent | Arcane Reversal |
| talent | Lichform |
| talent | Lacerating Strikes |
| talent | Chaos Orbs |
| talent | Wildfire |
| talent | Roll With It |
| detrimental effect | The target is wasting away from entropic forces, taking 439080465 damage per turn. Entropic Wasting |
| beneficial effect | Increases physical save, spell save, and mental save by 30. Global speed increased by 9%. Through The Crowd |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (15.4 counters remaining) Counter Attacking |
| detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
| beneficial effect | Reduces acid damage received by 31098%. Premonition Shield |
| beneficial effect | Linked to their horror ally gaining 1153% all damage resistance. Shared Insanity |
| beneficial effect | The target is surrounded by a magical shield, absorbing 2063076820/2063076820 damage before it crumbles. Damage Shield |
| beneficial effect | The target's armour and physical damage resistance is increased by 10%. Meat Shielded |
| detrimental effect | Necrotic energy is eating away at the target, causing 30.58 darkness damage each turn and reducing powers by 28%. Necrosis |
| beneficial effect | Increases defense and stealth by 40203. Arcane Harmony |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1482. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | pair of drakeskin leather boots 'Gleambreeze' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil / +7 Mag Changes resistances: +15% fire / +6% light / +15% cold Changes resistances penetration: +10% blight Critical mult.: +10.00% Spell save: +18 (+1 eff.) Mana when firing critical spell: +4.00 Lowers spell cool-downs by: 10% Movement speed: +20% A pair of boots made of leather. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Light radius: +10 Absorbs all darkness (power 1209, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 39478.13 darkness damage (based on Mindpower and charge), costing 1 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+0 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+0 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+0 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 1 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." |
| Tool | Demonbrand the dwarven-steel pickaxe (dig speed 18 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Changes stats: +2 Str / +3 Cun Changes resistances: +12% nature Changes damage: +7% nature Physical save: +8 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+0 eff.) Maximum life: +52.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | LightschismPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+0 eff.) Changes stats: +4 Con / +6 Mag Changes resistances: +9% fire Changes resistances penetration: +25% light / +10% fire Spell save: +29 (+1 eff.) Maximum stamina: +36.00 Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Liseldavea the SingesunPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 58% chance to blind Damage (Melee): 99 light Effects on ranged hit: * 70% chance to blind Damage (Ranged): 88 light Changes resistances: +20% mind Changes damage: +20% mind / +9% fire Grants telepathy: Humanoid/Orc Spell save: +42 (+1 eff.) Vim when firing critical spell: +2.00 Rings can have magical properties. |
| Around waist | Xerigarin the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +3 Dex Changes resistances: +9% fire / +10% cold Critical mult.: +14.00% Physical save: +15 (+1 eff.) Life regen: +2.60 Stamina each turn: +0.40 Healing mod.: +24% A belt that goes around your waist. |
| In main hand | Aerigadan (42-50.4 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 acid / +8 arcane / +12 blight When wielded/worn: Damage (Melee): 29 fire Changes resistances: +12% acid Changes damage: +42% light Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +33 (+0 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dairydig the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Armour: +3 Effects on melee hit: * 22% chance to cause random gloom Damage (Melee): 25 mind / 37 darkness Changes stats: +3 Cun / +6 Dex Changes resistances: +18% darkness Changes damage: +8% darkness Mental save: -5 (-1 eff.) Life regen: +0.20 Only die when reaching: -80.00 life Mindpower: +8 (+0 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 11% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +30% It can be used to activate talent Steady Shot, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Zubovea (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 4 blight Changes stats: +8 Con Changes resistances: +22% lightning / +18% mind / +27% darkness Changes damage: +15% nature / +15% lightning Critical mult.: +10.00% Physical save: +15 (+1 eff.) Spell save: +18 (+1 eff.) Mental save: +31 (+0 eff.) Poison immunity: +35% Disease immunity: +38% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
| Cloak | Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+0 eff.) Confusion immunity: +40% Spellpower: +8 (+0 eff.) It can be used to activate talent See the Threads (costing 1 power out of 50/50) : Effective talent level: 1.1 Power cost: 1 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | voratun amulet 'Ravenking'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +8 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +8 Str / +6 Dex Changes resistances cap: +6% all Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +6% fire Physical save: +20 (+1 eff.) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 85) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.manasurge rune (1388% regen over 10 turns; 69 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1388% for 10 turns and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level.biting gale rune (1029 cold damage; freeze 3 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1029.43 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 101) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 101 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.titan's voratun ring of perseverance Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+1 eff.) Stun/Freeze immunity: +48% Life regen: +3.70 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.blighted elm magestaff of wizardry (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 7% chance to disease Changes stats: +2 Mag / +2 Wil Changes damage: +10% lightning Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum mana: +26.00 Maximum vim: +15.00 Spellpower: +7 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal elm magestaff of channeling (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.15 Spellpower: +17 (+0 eff.) Spell crit. chance: +1% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater ash magestaff of channeling (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Mana each turn: +0.18 Spellpower: +22 (+0 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.keeper's ash starstaff of invocation (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +13 (+0 eff.) Spell crit. chance: +2% Casting speed: +13% Paradox regeneration: -2.00 It can be used to conjure elemental energy in a radius 4 cone, dealing 261210.04 to 313452.05 physical damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-wood vilestaff of dusk (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Maximum neg.energy: +39.00 Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Light radius: -1 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent elven-wood vilestaff of projection (32-38.4 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +32% darkness Talent granted: +1 Command Staff Spellpower: +21 (+0 eff.) Spell crit. chance: +7% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 330416.19 to 396499.43 darkness damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Vilewasp the dragonbone starstaff (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 draining blight When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Changes damage: +30% light / +12% nature Talent granted: +1 Command Staff Physical save: +20 (+1 eff.) Disease immunity: +20% Spellpower: +31 (+0 eff.) Spell crit. chance: +20% Mindpower: +12 (+0 eff.) Mental crit. chance: +1% Life leech chance: +15% Life leech: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Voidwrack the dragonbone starstaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 draining blight Burst (radius 1) on hit: +8 darkness / +12 mind When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +30% darkness / +3% light Talent granted: +1 Command Staff Spellpower: +15 (+0 eff.) Spell crit. chance: +20% Mindpower: +4 (+0 eff.) Casting speed: +18% Heals friendly targets nearby when you use a nature summon: +10 Life leech chance: +15% Life leech: +15% Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone vilestaff of illumination (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Defense: +12 (+0 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 1 cooldown : Effective talent level: 1.0 Power cost: 1 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 2217.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff of greater warding (30-36 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. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +11 (+0 eff.) Damage (Melee): 23 fire Maximum wards: +3 cold Changes damage: +30% cold Talents granted: +4 Ward +1 Command Staff Critical mult.: +32.00% Spellpower: +22 (+0 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone starstaff of blood (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 draining blight When wielded/worn: Changes stats: +7 Con Changes damage: +30% light Talent granted: +1 Command Staff Life regen: +1.80 Spellpower: +24 (+0 eff.) Spell crit. chance: +5% Healing mod.: +21% Life leech chance: +12% Life leech: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +30% acid Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +24 (+0 eff.) Spell crit. chance: +5% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone vilestaff of fate (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 34 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +11 (+1 eff.) Spell save: +14 (+0 eff.) Mental save: +12 (+0 eff.) Maximum mana: +57.00 Spellpower: +23 (+0 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
This item will automatically be transmogrified when you leave the level.Salith (55-82.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +13 temporal When wielded/worn: Physical power: +19 (+0 eff.) Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 24 temporal Changes stats: +2 Str / +4 Dex / +1 Mag / +7 Con Changes resistances: +24% temporal Changes resistances penetration: +19% physical Reduces incoming crit damage: 5.00% Disarm immunity: +42% Light radius: +2 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Durirablek the Thunderjam (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning Burst (radius 1) on hit: +24 acid When wielded/worn: Accuracy: +39 (+2 eff.) Armour penetration: +21 Damage when hit (Melee): 8 lightning Changes stats: +10 Dex Changes resistances: +6% acid / +9% fire Changes resistances penetration: +20% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Olyharalar the voratun greatmaul (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 317 bleeding, 139% reduced healing Damage (Melee): +84 insidious poison When wielded/worn: Physical crit. chance: +20.0% Physical power: +14 (+0 eff.) Changes stats: +1 Con Grants telepathy: Dragon Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+0 eff.) See invisible: +6 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun greatmaul of nature (65-97.5 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +16% nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.glacial iron greatsword (15.5-24.8 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic stralite greatsword of shearing (48.5-77.6 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour by 30% When wielded/worn: Armour penetration: +19 Changes resistances penetration: +14% acid / +16% physical Changes damage: +13% physical Life regen: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.chilling stralite greatsword of phasing (46-73.6 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +13 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +70% Damage (Melee): +19 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thunderous stralite greatsword of rage (48-76.8 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to daze at end of turn When wielded/worn: Accuracy: +19 (+1 eff.) Changes stats: +13 Str / +6 Dex / +6 Mag / +2 Wil / +5 Cun / +6 Con Changes resistances penetration: +17% lightning Changes damage: +17% physical Stamina when hit: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thunderous stralite greatsword of ruin (49.5-79.2 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn When wielded/worn: Armour penetration: +17 Physical crit. chance: +16.0% Changes stats: +5 Str / +3 Dex / +3 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +19% lightning Critical mult.: +26.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun greatsword of crippling (62-99.2 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +20 fire When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +16% fire Global speed: +6% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming voratun greatsword of nature (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +17% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun greatsword (63-100.8 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of crippling (62.5-100 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +21 (+1 eff.) Physical crit. chance: +19.0% Changes stats: +7 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatsword of erosion (60-96 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +23 nature / +21 temporal When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +17 Changes resistances penetration: +17% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatsword of torment (64.5-103.2 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +21 Changes resistances penetration: +19% physical / +16% mind / +16% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun greatsword of crippling (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+0 eff.) Changes stats: +7 Con Changes resistances penetration: +20% physical Disarm immunity: +36% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite longsword of ruin (36-50.4 power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Physical crit. chance: +9.0% Changes resistances penetration: +6% physical Critical mult.: +17.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's stralite longsword of crippling (35.5-49.7 power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+0 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +21% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun longsword of ruin (42.5-59.5 power, 6 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Critical mult.: +20.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite mace of torment (39-54.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease * 20% chance to torment the target Damage (Melee): +16 blight When wielded/worn: Changes resistances penetration: +10% mind / +11% darkness Disease immunity: +22% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun mace of evisceration (46-64.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 317 bleeding, 139% reduced healing When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +14 (+0 eff.) Changes resistances penetration: +15% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe 'Daguldir' (22-30.8 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 cold Burst (radius 1) on hit: +8 physical When wielded/worn: Accuracy: +22 (+1 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Defense: +10 (+0 eff.) Damage when hit (Melee): 12 temporal Changes stats: +2 Str Changes resistances penetration: +11% physical Disarm immunity: +38% Healing mod.: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.elemental stralite waraxe of corruption (29-40.6 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +12% acid / +14% fire / +14% lightning / +11% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.glacial stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +7 Changes resistances penetration: +11% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite waraxe of purging (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +17 nature When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Belydhewen the Shadespawn (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +54 cold Burst (radius 1) on hit: +20 fire When wielded/worn: Armour: +6 Changes stats: +2 Mag Changes resistances: +3% blight / +1% physical / +3% darkness / +3% temporal Stun/Freeze immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Cuthytir the Flashpeal (42-58.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 45% chance to daze at end of turn Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +26 Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to daze at end of turn * 20% chance to disease Changes stats: +7 Dex Changes resistances penetration: +10% lightning / +15% physical / +5% blight Changes damage: +15% physical Critical mult.: +20.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Morningbringer the voratun waraxe (52.5-73.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 45% chance to blind On weapon crit: * wounds the target for 7 turns: 317 bleeding, 139% reduced healing Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +15.0% Physical power: +30 (+0 eff.) Changes stats: +7 Con Changes resistances: +5% arcane / +3% darkness / +6% light Changes resistances penetration: +15% physical Spell save: +10 (+0 eff.) Disarm immunity: +35% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of purging (38-53.2 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +15 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun waraxe of projection (40.5-56.7 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +29% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic steel dagger of nature (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 13% chance to corrode armour by 30% When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +7% acid / +8% nature Life regen: +0.72 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.glacial steel dagger of ruin (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 ice When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +7 Changes resistances penetration: +7% cold Critical mult.: +11.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing stralite dagger of ruin (28-36.4 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Critical mult.: +12.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite dagger of nature (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +10% nature / +9% fire Global speed: +3% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elemental stralite dagger of phasing (27-35.1 power, 15 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +15 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +12% When wielded/worn: Changes resistances penetration: +12% acid / +11% fire / +11% lightning / +12% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick stralite dagger of amnesia (26.5-34.45 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +5 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of ruin (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +10 Physical crit. chance: +12.0% Defense: +12 (+0 eff.) Critical mult.: +14.00% Disarm immunity: +40% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun dagger of crippling (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +12% fire Global speed: +3% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 13% chance to disease Damage (Melee): +13 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun dagger of purging (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +8 nature / +20 mind When wielded/worn: Changes stats: +6 Cun / +4 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Glowpython' (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +16 temporal / +12 nature When wielded/worn: Effects on melee hit: * Slows global speed by 34% * 20 arcane resource burn Changes stats: +3 Mag Changes resistances: +6% blight / +3% fire / +3% light / +8% all Changes resistances penetration: +10% nature Grants telepathy: Demon/Minor Demon/Major See invisible: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.creative pulsing mindstar of frost (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes stats: +6 Cun Changes resistances: +12% cold Changes resistances penetration: +12% cold Changes damage: +14% cold Critical mult.: +21.00% Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.summoner's pulsing mindstar of life (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.60 Maximum life: +34.00 Mindpower: +11 (+0 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.epiphanous living mindstar (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +12% mind Mindpower: +15 (+0 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.epiphanous living mindstar (15.5-17.05 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +18% mind Mindpower: +14 (+0 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.harmonious living mindstar of storms (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +0 Damage when hit (Melee): 16 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% lightning / +7% nature Changes resistances penetration: +19% lightning / +7% nature Changes damage: +15% lightning / +4% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.90 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Kindlebile' (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. This purifying mindstar will cleanse other mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * 19 arcane resource burn Changes stats: +5 Con Changes resistances: +25% lightning / +22% fire / +10% arcane / +25% cold Changes resistances penetration: +10% arcane Changes damage: +10% arcane / +6% light Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Life regen: +2.00 Maximum life: +48.00 Maximum hate: +10.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +7% Infravision radius: +3 See invisible: +9 Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 1 cooldown : Effective talent level: 5.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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.parasitic living mindstar of frost (15-16.5 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 20 ice Changes resistances: +18% cold Changes resistances penetration: +20% cold Changes damage: +12% cold Hate when firing a critical mind attack: +4.00 Maximum hate: +19.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +5% Life leech chance: +22% Life leech: +24% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.summoner's living mindstar of storms (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 lightning Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +20% lightning Changes resistances penetration: +13% lightning Changes damage: +14% lightning Mindpower: +14 (+0 eff.) Mental crit. chance: +6% 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.icy dwarven-steel steamsaw of erosion (22.5-33.75 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage (Melee): +10 nature / +14 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 15 ice Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Ivunne the Shadowstreaker Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to inflict 15% damage reduction * 30% chance to daze at end of turn Burst (radius 2) on crit: +2 arcane When wielded/worn: Accuracy: +23 (+1 eff.) Physical crit. chance: +23.0% Changes stats: +6 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +20% lightning / +30% physical / +10% darkness Changes damage: +15% darkness / +30% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Boltmonster Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to corrode armour by 30% When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +15 (+0 eff.) Fatigue: -2% Changes stats: +7 Str / +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% acid / +21% physical Changes damage: +12% lightning / +22% physical Life regen: +2.20 Maximum stamina: +15.00 Healing mod.: +15% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.fungal voratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +12.0% Changes stats: +5 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 182 life over 5 turns, putting all charms on cooldown for 1 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.runic voratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +12.0% Changes stats: +4 Mag Changes damage: +12% arcane Spellpower: +12 (+0 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Coalfear (23/23, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 40% chance to inflict 15% damage reduction * Slows global speed by 29% * 25% chance to put talents on cooldown * leeches stamina from the target Damage (Ranged): +4 darkness / +74 fire Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 darkness / +18 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.Balygund the Starterror (23/23, 66.5-79.8 power, 21 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Crit. chance: +21.0% Capacity: 23 On weapon hit: * 10% chance to crush the target * 10% chance to knock the target back Travel speed: +400% Damage (Ranged): +17 gravity / +50 physical Burst (radius 2) on crit: +12 light / +8 acid When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Nimbusnight the pouch of voratun shots (24/24, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 45% chance to disease * 40% chance to cause random gloom * Random elemental explosion * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +17 temporal / +18 physical Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +4 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.plaguebringer's pouch of voratun shots of annihilation (21/21, 62.5-75 power, 16 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +16.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Travel speed: +200% Damage (Ranged): +15 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots of warping (22/22, 53-63.6 power, 6 apr) Requires: - Dexterity 48 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +18 temporal / +19 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's pouch of voratun shots of corruption (55/55, 61.5-73.8 power, 14 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +7.0% Capacity: 55 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to curse the target Damage (Ranged): +15 blight / +20 darkness Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's pouch of voratun shots of daylight (50/50, 65-78 power, 11 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +7.0% Capacity: 50 Turns elapse between self-loadings: 3 Damage (Ranged): +16 light Damage against: +15% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.cosmic steel shield of fire resistance (+20%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Changes resistances: +20% fire / +7% light / +9% darkness Talent granted: +2 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.warded steel shield of radiance (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Effects when hit in melee: * 20% chance to blind Changes stats: +2 Mag / +5 Con Changes resistances: +13% light Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.acidic stralite shield of physical resistance (+15%) (10 def, 2 armour, 142 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+0 eff.) Fatigue: +14% Damage (Melee): 8 acid Damage when hit (Melee): 27 acid Changes resistances: +15% physical Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Camitorek the Glimmerkiss (12 def, 19 armour, 194.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +19 Armour Hardiness: +10% Defense: +12 (+0 eff.) Ranged Defense: +12 (+0 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 20 fire Changes stats: +2 Con Changes resistances: +11% acid / +20% physical / +6% blight / +12% fire / +13% cold / +12% lightning Changes resistances penetration: +10% light Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.focusing linen robe of nature (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +18% nature Changes damage: +12% nature Mana each turn: +0.15 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven woollen robe of protection (3 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +6% lightning / +9% cold Changes damage: +10% lightning / +9% physical / +9% cold Physical save: +20 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Con Changes damage: +8% nature Poison immunity: +29% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dispeller's cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +16% acid / +15% physical / +8% darkness / +9% light / +9% blight / +24% cold / +9% lightning / +24% fire Changes damage: +9% acid / +11% physical / +7% fire / +10% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +14 (+1 eff.) Spell save: +32 (+1 eff.) Mental save: +15 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of darkness (+19%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% darkness Changes damage: +13% darkness Mental save: +22 (+0 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere robe of light (+24%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +24% light Changes damage: +16% light Mental save: +21 (+0 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of darkness (+19%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% darkness Changes damage: +13% darkness Spell save: +22 (+1 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Cobraquill (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Defense: +5 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con / +10 Mag Changes resistances: +54% darkness / +29% mind Changes resistances penetration: +15% temporal / +14% physical Changes damage: +16% darkness / +20% temporal / +9% arcane / +16% physical Physical save: +19 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +37 (+0 eff.) Life regen: +0.40 Only die when reaching: -92.00 life Reduces paradox anomalies(equivalent to willpower): +14 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.ancient elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +7 Mag Changes resistances penetration: +13% temporal / +11% physical Changes damage: +19% physical / +14% temporal / +18% all Spellpower: +18 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dreamer's elven-silk robe of lightning (+21%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +21% lightning / +29% mind / +29% darkness Changes damage: +14% lightning Physical save: +16 (+1 eff.) Spell save: +19 (+1 eff.) Mental save: +37 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +4 Mag / +6 Wil Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes resistances: +16% blight Mental save: +21 (+0 eff.) Life regen: +3.90 Maximum life: +100.00 Mindpower: +5 (+0 eff.) Mental crit. chance: +5% Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Mag / +5 Wil / +4 Cun Changes damage: +18% light / +16% darkness Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +28 (+0 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stormwoven elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +7 Str / +7 Mag / +7 Wil Changes resistances: +12% lightning / +12% cold / +20% blight Changes damage: +17% lightning / +10% physical / +14% cold Life regen: +4.20 Maximum life: +72.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.tormentor's elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +7 Cun Critical mult.: +16.00% Mana each turn: +0.40 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum mana: +100.00 Spellpower: +26 (+0 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +8 Con Changes resistances: +15% blight Changes damage: +14% nature Poison immunity: +43% Disease immunity: +34% Life regen: +1.90 Maximum life: +97.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.duelist's reinforced leather armour of alacrity (12 def, 14 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +12 (+0 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Dex Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's reinforced leather armour of the wind (22 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +11 Physical crit. chance: +7.0% Armour: +7 Defense: +22 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +7 Dex Physical save: +12 (+1 eff.) Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 1 cooldown : Effective talent level: 5.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 17748 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes stats: +8 Cun / +4 Wil Changes resistances: +28% lightning Mental save: +20 (+0 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of acid resistance (2 def, 16 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +19% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour of resilience (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Life regen: +4.10 Stamina each turn: +1.20 Maximum life: +36.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fearforged stralite mail armour of thunder (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+0 eff.) Armour: +8 Defense: +4 (+0 eff.) Fatigue: +25% Changes stats: +7 Str / +7 Mag / +8 Wil / +8 Con Changes resistances: +18% lightning / +11% fire / -16% light / +11% darkness Physical save: +6 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +9 (+0 eff.) Spellpower: +22 (+0 eff.) Spell crit. chance: +8% Mindpower: +20 (+0 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing stralite mail armour of thunder (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+0 eff.) Armour: +8 Defense: +4 (+0 eff.) Fatigue: +16% Damage (Melee): 15 acid / 18 fire Damage when hit (Melee): 15 acid / 12 fire Changes stats: +6 Str / +7 Mag / +7 Wil Changes resistances: +15% acid / +26% fire / +16% lightning Spellpower: +19 (+0 eff.) Spell crit. chance: +8% Mindpower: +22 (+1 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked stralite mail armour of resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Maximum life: +44.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Isuvena (14 def, 28 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +28 Defense: +14 (+1 eff.) Ranged Defense: +9 (+0 eff.) Fatigue: +16% Changes stats: +4 Dex / +9 Wil / +9 Cun Mental save: +23 (+0 eff.) Life regen: +9.00 Stamina each turn: +1.80 Spell crit. chance: +6% Healing mod.: +15% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening voratun mail armour of the deep (5 def, 15 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+0 eff.) Fatigue: +16% Changes stats: +8 Cun / +7 Wil Changes resistances: +13% acid / +9% cold Allows you to breathe in: water Mental save: +25 (+0 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour of natural resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+0 eff.) Fatigue: +26% Changes stats: +5 Str / +6 Con Changes resistances: +17% nature / +16% blight Reduced damage from: +12% Unnatural Maximum life: +68.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.radiant voratun plate armour of the deep (9 def, 18 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +18 Defense: +9 (+0 eff.) Fatigue: +26% Damage when hit (Melee): 8 light Changes stats: +4 Wil Changes resistances: +13% acid / +13% cold / +22% darkness / +24% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Jetrace Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 16 darkness / 4 lightning Changes stats: +6 Mag / +6 Wil Changes resistances: +15% light / +29% darkness Changes resistances penetration: +5% nature Changes damage: +9% nature Physical save: +25 (+1 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.spiritwalker's drakeskin leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.48 Maximum life: +108.00 Maximum mana: +140.00 Maximum stamina: +54.00 Maximum hate: +18.00 Maximum psi: +35.00 Maximum vim: +38.00 Maximum pos.energy: +30.00 Maximum neg.energy: +33.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Brightrage (19 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +19 (+1 eff.) Fatigue: -7% Effects on melee hit: * 34% chance to blind Changes stats: +9 Dex / +10 Lck / +2 Con Changes resistances penetration: +5% light Grants telepathy: Dragon Stealth bonus: +11 Light radius: +1 Movement speed: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 888 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Eludhetta the Shadeparry (0 def, 15 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +14 Lck / +8 Dex Changes resistances: +15% acid / +3% darkness / +6% light / +13% cold / +15% fire / +9% mind / +15% lightning Changes resistances penetration: +10% darkness Changes damage: +6% light / +12% darkness Stealth bonus: +13 Movement speed: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Cracklefear' (8 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +8 (+0 eff.) Ranged Defense: +7 (+0 eff.) Fatigue: -1% Changes stats: +2 Cun / +3 Wil Changes resistances: +12% lightning Maximum encumbrance: +32 Physical save: +9 (+1 eff.) Hate when firing a critical mind attack: +4.00 Infravision radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Con Physical save: +25 (+1 eff.) Mental save: +25 (+0 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of spellbinding (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag Spell save: +8 (+0 eff.) Spellpower: +5 (+0 eff.) Lowers spell cool-downs by: 10% 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.undeterred pair of voratun boots of evasion (21 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+1 eff.) Fatigue: +4% Silence immunity: +41% Confusion immunity: +38% Stun/Freeze immunity: +35% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 888 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots of evasion (20 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+1 eff.) Fatigue: +4% Changes stats: +4 Cun / +5 Con Physical save: +18 (+1 eff.) Mental save: +25 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 655 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots of evasion (21 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+1 eff.) Fatigue: +4% Changes stats: +3 Cun / +4 Con Physical save: +18 (+1 eff.) Mental save: +19 (+0 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 50% chance to evade melee and ranged attacks and 888 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.steady rough leather gloves of archery (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +7 Armour: +1 Changes stats: +3 Cun / +4 Dex Physical save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.stone warden's hardened leather gloves of archery (0 def, 16 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +16 Armour Hardiness: +10% Changes stats: +6 Dex / +5 Cun / +10 Con Changes resistances: +8% physical When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring drakeskin leather gloves of war-making (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Effects when hit in melee: * 29% chance to reduce effective powers by 20% * 35 arcane resource burn Critical mult.: +11.00% Spell save: +23 (+1 eff.) Spell crit. chance: +17% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 23% chance to reduce effective powers by 20% * 29 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.alchemist's voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 acid / 5 fire / 8 cold / 7 lightning Changes stats: +4 Mag / +4 Wil / +5 Con Physical save: +29 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +9 (+0 eff.) Disarm immunity: +37% When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +18 ice / +22 physical / +27 fire / +29 acid / +17 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap 'Poritha' (6 def, 7 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Armour: +7 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +8 Str / +5 Dex / +5 Cun / +10 Con Changes resistances: +2% physical Maximum stamina: +20.00 It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 51651.4 Physical damage. If the attack hits, the target is confused (50% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel helm of precognition (9 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +4 Defense: +9 (+0 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun Changes resistances: +10% light / +16% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm of fortune (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil / +17 Lck Changes resistances: +15% physical Physical save: +12 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +7% 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.2 jade 0.00 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. |
This item will automatically be transmogrified when you leave the level.51 alchemist agate 0.00 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. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of illusion Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+1 eff.) Physical save: +19 (+1 eff.) Spell save: +18 (+1 eff.) Mental save: +18 (+0 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 1 power out of 90/90. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe of predation (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +7 (+0 eff.) Changes stats: +3 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 1 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. |
This item will automatically be transmogrified when you leave the level.Yvuda the voratun torque of kinetic psionic shield [power 139] (1 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid / 8 blight Changes resistances: +9% acid Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +4 Silence Equilibrium when hit: +0.08 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 139 for 7 turns, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Arbiteva the Superhuman Necromancer level 1000
55th Regrowth 123rd year of Ascendancy at 12:51 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Arbiteva the Superhuman Necromancer level 1000
52nd Regrowth 123rd year of Ascendancy at 08:41 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Arbiteva the Superhuman Necromancer level 1000
71st Regrowth 123rd year of Ascendancy at 04:32 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Arbiteva the Superhuman Necromancer level 1000
58th Dusk 122nd year of Ascendancy at 23:46 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Arbiteva the Superhuman Necromancer level 1000
67th Regrowth 123rd year of Ascendancy at 10:18 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Arbiteva the Superhuman Necromancer level 1000
5th Decay 122nd year of Ascendancy at 08:40 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Arbiteva the Superhuman Necromancer level 1000
5th Decay 122nd year of Ascendancy at 11:45 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By Arbiteva the Superhuman Necromancer level 1000
2nd Pyre 123rd year of Ascendancy at 06:33 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Arbiteva the Superhuman Necromancer level 1000
52nd Regrowth 123rd year of Ascendancy at 06:52 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arbiteva the Superhuman Necromancer level 1000
5th Decay 122nd year of Ascendancy at 17:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Arbiteva the Superhuman Necromancer level 10
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Arbiteva the Superhuman Necromancer level 20
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Arbiteva the Superhuman Necromancer level 30
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Arbiteva the Superhuman Necromancer level 40
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Arbiteva the Superhuman Necromancer level 50
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Arbiteva the Superhuman Necromancer level 1000
42nd Regrowth 123rd year of Ascendancy at 18:10 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Arbiteva the Superhuman Necromancer level 1000
74th Pyre 122nd year of Ascendancy at 12:53 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Arbiteva the Superhuman Necromancer level 1000
5th Flare 122nd year of Ascendancy at 07:14 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Arbiteva the Superhuman Necromancer level 1000
78th Pyre 122nd year of Ascendancy at 09:52 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Arbiteva the Superhuman Necromancer level 1000
74th Pyre 122nd year of Ascendancy at 12:53 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Arbiteva the Superhuman Necromancer level 1000
74th Pyre 122nd year of Ascendancy at 12:53 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Arbiteva the Superhuman Necromancer level 1000
67th Regrowth 123rd year of Ascendancy at 10:23 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Arbiteva the Superhuman Necromancer level 1000
5th Decay 122nd year of Ascendancy at 17:45 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Arbiteva the Superhuman Necromancer level 1000
51st Regrowth 123rd year of Ascendancy at 13:26 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Arbiteva the Superhuman Necromancer level 1000
74th Pyre 122nd year of Ascendancy at 12:53 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Arbiteva the Superhuman Necromancer level 1000
2nd Summertide 122nd year of Ascendancy at 07:17 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Arbiteva the Superhuman Necromancer level 1000
77th Pyre 122nd year of Ascendancy at 23:26 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Arbiteva the Superhuman Necromancer level 1000
77th Pyre 122nd year of Ascendancy at 16:50 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Arbiteva the Superhuman Necromancer level 1000
52nd Regrowth 123rd year of Ascendancy at 07:30 see stats
Log
Arbiteva deactivates Premonition.
Arbiteva deactivates Vampiric Gift.
Arbiteva deactivates Mental Tyranny.
Arbiteva deactivates Thunderstorm.
The furious lightning storm around Arbiteva calms down and disappears.
Arbiteva deactivates Shielding.
Arbiteva deactivates Sinister Power.
Arbiteva deactivates Empower Staff.
Arbiteva deactivates Chaos Orbs.
Arbiteva deactivates Wicked Fervor.
Arbiteva deactivates Defensive Posture.
Arbiteva deactivates Uttercold.
Arbiteva deactivates Elemental Discord.
Arbiteva deactivates River of Souls.
The spirits from Arbiteva cease.
Arbiteva deactivates Arcane Reversal.
Arbiteva deactivates Arcane Power.
Arbiteva deactivates Tempest.
Arbiteva deactivates Icy Talons.
Arbiteva deactivates Keen Senses.
Arbiteva deactivates Through The Crowd.
Arbiteva deactivates Fiery Hands.
Arbiteva deactivates Lacerating Strikes.
Arbiteva deactivates Lichform.
Arbiteva deactivates Hurricane.
Arbiteva deactivates Burning Wake.
Worm that walks (servant of Arbiteva) deactivates Through The Crowd.
Worm that walks (servant of Arbiteva) deactivates Worm that Walks Link.
Herald of oblivion deactivates Weapon Folding.
Herald of oblivion deactivates Through The Crowd.







































































































































































































































































































