








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Orc Breeding Pits Full 1.7.4Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 50 / 3534% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 38 on the 8th Pyre 123rd year of Ascendancy at 10:34 / 2Killed by Aroldathra the orc summoner at level 50 on the 10th Decay 124th year of Ascendancy at 10:24 |
Primary Stats
| Strength | 181 (base 66) |
| Dexterity | 105 (base 61) |
| Constitution | 91 (base 60) |
| Magic | 28 (base 12) |
| Willpower | 34 (base 7) |
| Cunning | 48 (base 34) |
Resources
| Life | -804/1750 |
| Stamina | 18/317 |
| Steam | 34/100 |
| Healing Factor | 1.4657453763917 |
| Regeneration | 0.36643634409936 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 17 |
| See Stealth | 25 |
| See Invisible | 37 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 475 |
| Accuracy | 83 |
| Crit Chance | 79% |
| APR | 84 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +35% |
| Nature | +25% |
| Fire | +10% |
| Mind | +10% |
| Arcane | +12% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +38% |
| Arcane | +27% |
| Fire | +24% |
| All | +14% |
Defense: Base
| Armour (hardiness) | 123.74547165728 (100%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 38 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 52%( 70%) |
| All | + 32%( 70%) |
| Physical | + 56%( 70%) |
| Lightning | + 62%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 49%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 836 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 219 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 771 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 260 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.90 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 1521. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Talent granted: +5 Rocket Boots Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | SmolderonslaughtPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 6 blight Changes stats: +7 Wil Changes resistances: +12% blight / +15% darkness Changes resistances penetration: +10% fire / +14% all Critical mult.: +35.00% Vim when firing critical spell: +2.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +8% Light radius: +7 Infravision radius: +4 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 56 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
| Tool | shattering voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +24% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Uladas the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Defense: +31 (+8 eff.) Changes stats: +3 Con Changes resistances: +5% arcane / +22% physical Changes damage: +18% physical Spell save: +18 (+7 eff.) Only die when reaching: -81.58 life Rings make your fingers look great! |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Legacy of the Naloren (84-118 power, 20 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). On weapon hit: * flashes light on your target dealing 72 damage When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Critical mult.: +15.00% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 89.1 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Plate of the Blackened Mind (15 def, 60 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +60 Defense: +15 (+4 eff.) Fatigue: +18% Effects when hit in melee: * 20% chance to cause random gloom Damage when hit (Melee): 50 physical Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 9 Defense and your attacks will gain 15% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Mardalatharak the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Physical crit. chance: +1.0% Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 29% Changes stats: +7 Str / +5 Con Changes resistances: +30% lightning / +4% physical Changes resistances penetration: +13% arcane Changes damage: +12% arcane Critical mult.: +50.00% Stealth bonus: +13 Physical save: +12 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +80.00 Maximum mana: +64.00 Maximum stamina: +10.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | enraging voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Physical power: +8 (+2 eff.) Changes damage: +7% physical Critical mult.: +15.00% Combat speed: +10% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; physical, cold, nature, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 cold, 3 nature, 5 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs 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 spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 240 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 83; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 133; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 204; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 204 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 663; dur 8; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 663 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 89; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Bereyahor the PitchkissCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Changes stats: +3 Cun Changes resistances: +12% darkness Changes resistances cap: +6% all Changes resistances penetration: +20% darkness / +20% acid Critical mult.: +20.00% Physical save: +23 (+6 eff.) Mental save: +15 (+5 eff.) Equilibrium when hit: +0.16 Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dairufast the OozebreacherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical power: +8 (+2 eff.) Changes stats: +2 Mag Changes resistances penetration: +20% nature / +15% physical Changes damage: +6% acid / +7% physical / +7% lightning / +5% fire / +6% nature / +7% cold Physical save: +16 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+5 eff.) Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
ErakorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Dex / +3 Wil / +7 Con Talent mastery: +0.23 Technique / Bloodthirst Mental save: +8 (+3 eff.) Confusion immunity: +14% Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
Ereledurin the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 6 acid / 10 physical Changes stats: +3 Mag Changes damage: +9% acid / +9% mind Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +34.00 Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+4 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+6 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 611.13 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gleamwrest the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +3 Wil Changes resistances: +9% blight / +10% physical Changes damage: +6% light / +6% blight Critical mult.: +15.00% Stamina each turn: +0.60 Mana each turn: +0.16 Spellpower: +10 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Glorebeth the BlindscarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +15 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 10 physical Changes resistances: +12% light Changes resistances penetration: +15% physical Changes damage: +12% light Reduces incoming crit damage: 15.00% Life regen: +3.00 Amulets make your neck look great! |
ObsidianspikeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% temporal / +3% darkness / +9% blight / +3% fire / +6% nature Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Polarialaith the SkynightInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% * 21% chance to reduce all saves and defense by 26 Changes stats: +19 Lck / +10 Wil Changes resistances: +30% lightning / +6% nature Changes resistances penetration: +25% mind Changes damage: +9% lightning / +3% mind Stun/Freeze immunity: +37% Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
Shinesever the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Changes resistances: +15% fire Talent mastery: +0.32 Technique / Berserker's strength Poison immunity: +20% Maximum life: +100.00 Light radius: +3 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (134). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Ulonarichik the RadiancequellerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances penetration: +25% arcane Changes damage: +15% blight / +9% fire / +12% light Critical mult.: +40.20% Hate when firing a critical mind attack: +5.05 Spellpower: +13 (+6 eff.) Mental crit. chance: +8% Amulets make your neck look great! |
VoryldaridaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +5 Con Changes resistances: +6% acid / +5% arcane / +9% nature Mental save: +12 (+4 eff.) Blindness immunity: +20% Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Aeruminor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Changes resistances: +10% lightning / +5% arcane / +3% mind Changes resistances penetration: +10% physical Stun/Freeze immunity: +22% Knockback immunity: +10% Amulets make your neck look great! |
copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets make your neck look great! |
enraging stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes damage: +9% physical Combat speed: +10% Amulets make your neck look great! |
gold amulet 'Kilnwilder'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 10 lightning / 10 blight Changes resistances: +12% lightning / +24% fire / +22% temporal Changes damage: +12% blight / +6% fire Pinning immunity: +35% Knockback immunity: +25% Amulets make your neck look great! |
gold amulet of perfection (0.27 Technique / Berserker's strength,0.27 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.27 Technique / Berserker's strength +0.27 Technique / Two-handed assault Amulets make your neck look great! |
protective voratun amulet of perfection (0.40 Steamtech / Physics,0.40 Technique / Berserker's strength)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes resistances cap: +5% all Talent masteries: +0.40 Steamtech / Physics +0.40 Technique / Berserker's strength Physical save: +27 (+7 eff.) Amulets make your neck look great! |
savior's gold amulet of perfection (0.26 Technique / Bloodthirst,0.26 Technique / Berserker's strength)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.26 Technique / Bloodthirst +0.26 Technique / Berserker's strength Physical save: +15 (+4 eff.) Spell save: +13 (+5 eff.) Mental save: +14 (+5 eff.) Amulets make your neck look great! |
starlit copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +21% Amulets make your neck look great! |
stralite amulet 'Grinarim'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid Changes stats: +9 Mag Changes resistances: +24% acid Reduces incoming crit damage: 15.15% Disarm immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +20% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level.Airspire the stralite ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 29% Changes stats: +7 Str / +9 Dex / +5 Mag Changes resistances: +36% nature Changes damage: +33% nature / +21% lightning Reduces incoming crit damage: 18.85% Infravision radius: +4 Rings make your fingers look great! |
Amadig the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +3 Mag / +6 Con Changes resistances: +40% lightning / +3% temporal / +9% light / +1% physical Changes damage: +20% lightning Spell save: +28 (+10 eff.) Disease immunity: +10% Life regen: +18.00 Only die when reaching: -20.00 life Maximum life: +94.00 Maximum stamina: +32.00 Healing mod.: +19% Rings make your fingers look great! |
BilecastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +7 Dex / +5 Wil / +8 Cun / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +15% nature Rings make your fingers look great! |
Darkoblivion the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +25% fire Reduces incoming crit damage: 10.00% Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
DazzlebreakerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +6 Str / +2 Wil / +6 Con Changes resistances: +5% arcane / +9% fire Spell save: +9 (+3 eff.) Mental save: +4 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Eilinothra the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce armor by 29% Changes resistances: +9% cold / +38% fire / +15% darkness / +5% arcane Changes resistances penetration: +25% mind Changes damage: +12% acid / +16% fire Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
ErelurakhadInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +10 Wil Reduces incoming crit damage: 15.00% Mental save: +11 (+4 eff.) Cut immunity: +20% Confusion immunity: +53% Infravision radius: +3 Rings make your fingers look great! |
Eremidan the PhoenixmaimInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 26 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 6 physical Damage when hit (Melee): 8 mind Changes stats: +1 Cun / +2 Con Changes resistances: +6% blight / +3% fire / +5% nature Changes resistances penetration: +5% fire Spell save: +11 (+4 eff.) Poison immunity: +11% Disease immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum stamina: +11.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
FlowerveilInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +22% acid / +3% cold / +9% light Changes damage: +11% acid / +3% nature Maximum life: +60.00 Rings make your fingers look great! |
Frostjam the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +30 (+8 eff.) Changes resistances: +9% cold Changes resistances penetration: +15% acid Changes damage: +9% physical Spellpower: +9 (+5 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
Furnacemaim the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +9 Str / +5 Dex / +4 Cun Changes damage: +12% fire Rings make your fingers look great! |
Geterim the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% lightning Mental save: +15 (+5 eff.) Disease immunity: +10% Silence immunity: +20% Mana each turn: +0.11 Equilibrium when hit: +0.04 Maximum psi: +10.00 Rings make your fingers look great! |
Glitterkiss the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +30 Changes stats: +8 Str / +14 Mag Changes resistances: +18% lightning / +18% temporal Changes damage: +15% light Poison immunity: +25% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
HazetreasonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +37% acid / +6% temporal / +6% light / +15% blight / +5% arcane Changes damage: +14% acid / +30% cold Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Poribeth the DuskbaitCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +15 (+3 eff.) Armour: +5 Damage when hit (Melee): 2 darkness Changes stats: +10 Str / +17 Dex / +10 Cun / +6 Con Changes resistances: +6% temporal / +9% light / +6% darkness / +6% cold / +9% fire / +9% nature / +5% all Rings make your fingers look great! |
Rainscar the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +15% blight / +12% cold Changes damage: +15% blight / +9% cold Critical mult.: +15.00% Maximum hate: +10.00 Maximum psi: +40.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Shimmerradiance the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +13% blight / +6% lightning / +10% nature / +16% mind Changes resistances penetration: +25% lightning Changes damage: +16% mind / +6% all Poison immunity: +13% Disease immunity: +24% Spellpower: +8 (+4 eff.) Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
Starpierce the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances penetration: +31% blight / +31% temporal / +20% arcane Changes damage: +21% arcane Spell save: +22 (+8 eff.) Light radius: +4 Infravision radius: +3 See invisible: +12 Rings make your fingers look great! |
Thunderstalker the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning / 8 light / 10 blight Changes resistances: +39% light / +15% lightning Changes resistances penetration: +25% blight Changes damage: +15% light / +9% blight Rings make your fingers look great! |
Unlightwar of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +23 (+6 eff.) Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 19 * 30% chance to reduce damage dealt by 22% Changes stats: +7 Cun / +9 Dex Changes resistances: +6% blight / +3% nature Cut immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +10% Life regen: +19.00 Maximum life: +94.00 Movement speed: +20% Healing mod.: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 7.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 51% for 5 turns. Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.24 cold and 16.71 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zubylraritira the DarkbiterPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +7 Con Changes resistances: +32% light / +15% acid Changes damage: +16% light / +24% darkness Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings make your fingers look great! |
conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances: +25% acid / +27% fire / +28% lightning / +28% cold Spellpower: +15 (+7 eff.) Rings make your fingers look great! |
gold ring 'Ashking'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +3 Defense: +15 (+4 eff.) Changes stats: +8 Cun / +13 Dex Changes resistances: +18% fire Changes resistances penetration: +25% physical Changes damage: +12% nature / +9% fire Rings make your fingers look great! |
gold ring 'Blastkiller'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +15% temporal / +5% arcane Changes resistances penetration: +15% arcane / +25% lightning Changes damage: +12% arcane / +6% temporal Disarm immunity: +31% Pinning immunity: +37% Knockback immunity: +32% Maximum life: +36.00 Rings make your fingers look great! |
gold ring 'Hazetickler'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 26 Damage (Melee): 13 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 26 Damage (Ranged): 10 physical Changes stats: +3 Cun Changes resistances: +7% blight / +29% cold / +9% nature / +9% temporal Changes damage: +6% temporal / +13% cold Poison immunity: +12% Disease immunity: +16% Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
mule's gold ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +12% temporal Changes damage: +12% temporal Maximum encumbrance: +26 Rings make your fingers look great! |
pixie's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) Changes stats: +2 Cun / +3 Mag Spellpower: +9 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings make your fingers look great! |
solipsist's steel ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +20% acid Changes damage: +10% acid Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
steel ring 'Zubonor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 29% Changes resistances: +9% blight / +26% darkness / +5% arcane Changes damage: +13% darkness / +18% acid Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Poison immunity: +10% Rings make your fingers look great! |
stralite ring 'Xerekira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Changes resistances: +27% lightning / +3% physical / +6% light / +9% blight Changes damage: +18% physical Reduces incoming crit damage: 18.73% Spell save: +15 (+5 eff.) Stun/Freeze immunity: +67% Life regen: +7.00 Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings make your fingers look great! |
voratun Goedalath Rock ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Life regen: +15.00 Maximum life: +85.00 Spellpower: +16 (+7 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +66% Rings make your fingers look great! |
voratun Petrified Wood ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Life regen: +19.00 Maximum life: +100.00 Healing mod.: +15% Rings make your fingers look great! |
voratun Windborne Azurite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 26 Damage (Melee): 27 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 26 Damage (Ranged): 18 physical Changes stats: +18 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Movement speed: +15% Chance to avoid any damage: +8% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
voratun ring 'Coalwreath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 25% chance to slow global speed by 53% * 25% chance to reduce damage dealt by 22% Changes stats: +8 Str Changes resistances: +13% physical / +38% fire Changes damage: +19% fire Reduces incoming crit damage: 18.61% Knockback immunity: +25% Rings make your fingers look great! |
warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.chilling stralite battleaxe of rage (43-64 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +28 cold When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +13 Str Changes damage: +19% physical Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 3.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 136% damage. If the attack hits, the target's armour and saves are reduced by 17 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 61% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level.Fireraider (58-88 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +25 fire When wielded/worn: Changes stats: +10 Cun / +3 Mag Changes resistances: +9% blight / +15% temporal / +6% arcane / +21% darkness Reduces incoming crit damage: 18.85% Massive two-handed mauls. |
Mayura the stralite greatmaul (72-107 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 71.5 - 107.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +1 Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Armour: +8 Changes stats: +2 Cun / +7 Str Changes damage: +14% physical Critical mult.: +15.00% Massive two-handed mauls. |
Radhunarigrim (53-80 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 19 On weapon crit: * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +11 blight When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +16 Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 2 blight Changes resistances: +6% blight Changes resistances penetration: +13% all Changes damage: +6% blight Massive two-handed mauls. |
Xanuwyn (90-135 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 90.0 - 135.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 nature When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +25 (+6 eff.) Changes stats: +24 Con / +21 Wil Changes damage: +12% physical Stamina each turn: +2.00 Maximum life: +136.00 Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Byrach the stralite greatsword (52-83 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 52.0 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +4 Str / +6 Dex / +4 Mag Light radius: +3 Combat speed: +10% Massive two-handed swords. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
dwarven-steel greatsword 'Shiverspitter' (44-71 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 physical Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +4 Armour: +4 Defense: +32 (+8 eff.) Changes damage: +12% physical Disarm immunity: +39% Massive two-handed swords. |
enhanced stralite greatsword of rage (48-78 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 stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +7 Str / +10 Dex / +10 Mag / +9 Wil / +10 Cun / +10 Con Changes damage: +9% physical Massive two-handed swords. |
quick stralite greatsword (48-77 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +3 Dex Combat speed: +10% Massive two-handed swords. |
truestriking dwarven-steel greatsword of massacre (48-76 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Changes resistances penetration: +7% physical Massive two-handed swords. |
voratun greatsword 'Infernobrace' (82-131 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +44 lightning / +56 cold When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +16 Damage when hit (Melee): 4 fire Changes stats: +3 Wil Changes resistances penetration: +24% lightning / +12% physical / +28% cold Changes damage: +6% arcane Maximum mana: +40.00 Maximum vim: +30.00 Movement speed: +50% Massive two-handed swords. |
Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 15.68 arcane and 14.00 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+10 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
This item will automatically be transmogrified when you leave the level.balanced stralite longsword of erosion (32-45 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+3 eff.) Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced voratun longsword (43-60 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +12 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Ivynor (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 mind / +16 physical When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Damage (Melee): 15 mind / 14 darkness Changes stats: +4 Str Changes resistances: +12% mind Changes damage: +10% mind / +9% darkness Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +19 (+6 eff.) Stamina each turn: +3.00 Psi each turn: +1.30 Equilibrium when hit: +2.30 Maximum psi: +50.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.harmonious thorny mindstar of life (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% nature Changes resistances penetration: +6% nature Changes damage: +7% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Life regen: +1.40 Maximum life: +32.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.nature's thorny mindstar of gales (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +16 (+4 eff.) Changes resistances: +7% blight Changes damage: +11% lightning / +9% cold / +7% nature / +10% physical Talent granted: +1 Attune Mindstar Disease immunity: +18% Pinning immunity: +24% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.Dureroddagen (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+3 eff.) Changes resistances penetration: +31% blight Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +21 (+5 eff.) Silence immunity: +25% Stun/Freeze immunity: +25% Hate when firing a critical mind attack: +6.28 Maximum life: +125.70 Maximum hate: +12.57 Spellpower: +21 (+9 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 80.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel ash starstaff of channeling (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.30 Spellpower: +18 (+8 eff.) Spell crit. chance: +11% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater dragonbone vilestaff of power (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower: +42 (+16 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater elven-wood starstaff of power (25-30 power, 5 apr, physical 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talent granted: +1 Command Staff Spellpower: +36 (+14 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Samodan the Dimcrypt Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon hit: * 25% chance to reduce damage dealt by 22% Travel speed: +600% Damage (radius 2) on crit: +40 lightning / +39 cold Attacks use: 2.0 Steam When wielded/worn: Defense: +25 (+6 eff.) Changes resistances: +21% nature / +15% cold Changes resistances penetration: +19% lightning / +25% cold Changes damage: +27% fire Physical save: +15 (+4 eff.) Mindpower: +30 (+10 eff.) Movement speed: +50% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 163.87. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Daywild the stralite waraxe (30-42 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): +25 lightning / +25 cold Damage (radius 2) on crit: +16 light When wielded/worn: Damage when hit (Melee): 8 light / 13 blight Changes resistances: +12% light Changes resistances penetration: +31% blight / +20% light One-handed war axes. |
enhanced dwarven-steel waraxe of corruption (20-27 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). When wielded/worn: Changes stats: +5 Str / +5 Dex / +8 Mag / +5 Wil / +3 Cun / +3 Con One-handed war axes. |
Adydhekira the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +11 (+3 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +7 Healing mod.: +20% A belt that goes around your waist. |
AroyamaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% * 21% chance to reduce armor by 29% Changes stats: +7 Cun / +8 Wil Changes resistances: +10% acid / +15% light / +6% darkness / +16% cold / +9% fire / +5% arcane / +9% lightning Changes resistances penetration: +19% physical Changes damage: +20% physical Damage against: +41% Summoned Reduced damage from: +45% Summoned A belt that goes around your waist. |
EbonyzephyrInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +6% lightning / +6% temporal / +3% physical Changes damage: +3% physical A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Greenhue the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Cun / +8 Wil Changes resistances: +10% acid / +10% fire / +10% cold / +9% nature / +9% lightning Changes damage: +15% arcane / +6% nature / +24% mind Damage against: +31% Summoned Reduced damage from: +45% Summoned Spell save: +15 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Manurechik the SnowjusticeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Defense: +10 (+3 eff.) Changes resistances: +9% light Changes resistances penetration: +10% cold Critical mult.: +15.00% Disarm immunity: +20% Confusion immunity: +10% Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +20% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rhatorak the ChargezephyrInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 cold Changes stats: +5 Str / +5 Con Changes resistances: +30% lightning Changes resistances penetration: +25% mind Physical save: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Xeredabeth the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 8 mind Changes resistances: +18% acid / +18% cold / +16% fire / +6% mind / +18% lightning Changes resistances penetration: +25% arcane / +15% mind Changes damage: +6% arcane Spell save: +12 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Xerenor the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +9% blight / +3% darkness Life regen: +4.00 Healing mod.: +15% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt 'Korugrim'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +15% acid / +6% blight Changes damage: +3% mind Critical mult.: +15.00% Life regen: +2.00 Stamina each turn: +3.00 Healing mod.: +22% A belt that goes around your waist. |
hardened leather belt 'Tagrim'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +9% light / +7% fire / +5% arcane / +7% cold Changes damage: +3% acid Physical save: +12 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +20 (+7 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
ravager's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +8 Lck Changes resistances penetration: +9% physical Changes damage: +16% physical Trap disarming bonus: +16 Stealth bonus: +9 Infravision radius: +5 A belt that goes around your waist. |
rough leather belt 'Beranarihor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+3 eff.) Changes stats: +3 Dex / +4 Cun / +6 Lck Changes resistances: +6% acid / +3% lightning Changes damage: +6% acid / +12% physical Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
Armygas the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +12 Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +8% acid / +7% cold / +8% fire / +5% arcane / +8% lightning Changes resistances penetration: +15% arcane Changes damage: +21% mind / +6% arcane Critical mult.: +17.00% Stealth bonus: +12 Mental save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eclipsecutter (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +25% light / +9% blight / +25% fire / +9% nature / +6% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +13 Maximum life: +56.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 182.85 cold damage and condensing the air into freezing vapors that deal 60.95 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Iviremira (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Mag / +2 Con Maximum life: +32.00 Infravision radius: +1 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+3 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Oozeclash (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex Changes resistances: +26% cold Changes damage: +30% nature / +12% cold Stamina each turn: +3.72 Maximum stamina: +37.23 Infravision radius: +4 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rimerigor (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce armor by 29% Changes resistances: +6% temporal / +13% cold Changes damage: +3% acid / +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbratrail (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +4 Dex Changes resistances: +11% blight / +11% nature / +6% darkness Changes resistances penetration: +20% darkness Changes damage: +6% mind Reduces incoming crit damage: 15.00% Life regen: +3.00 Psi when hit: +0.08 Infravision radius: +2 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
cashmere cloak 'Earotar' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +3 Mag / +3 Wil Changes resistances: +15% blight Changes resistances penetration: +25% mind Mindpower: +30 (+10 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Dairikath' (3 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +6% arcane Critical mult.: +23.24% Spell save: +15 (+5 eff.) Blindness immunity: +23% Pinning immunity: +23% Equilibrium when hit: +0.24 Only die when reaching: -80.00 life Maximum mana: +80.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Lisimira' (16 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+4 eff.) Changes stats: +4 Str / +6 Mag / +6 Wil / +4 Con Changes resistances: +15% temporal Changes resistances penetration: +10% physical Changes damage: +3% mind / +3% temporal Physical save: +16 (+4 eff.) Spell save: +21 (+7 eff.) Mental save: +25 (+8 eff.) Equilibrium when hit: +0.24 Spell crit. chance: +8% Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Sparkpiety' (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 10 physical Changes stats: +6 Str / +7 Dex / +4 Cun / +6 Con Changes resistances: +6% lightning / +25% darkness / +9% blight Changes resistances penetration: +20% darkness Changes damage: +25% darkness / +6% physical Talent mastery: +0.40 Technique / Combat training Stealth bonus: +25 Spell save: +15 (+5 eff.) Stamina each turn: +2.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Voidnull' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +3 Cun / +3 Dex Changes resistances: +8% acid / +8% cold / +19% blight / +9% fire / +12% nature / +8% lightning Changes resistances penetration: +5% darkness / +25% temporal Changes damage: +3% darkness Life regen: +11.00 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Mag / +1 Wil Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hygen' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: -3% Changes damage: +6% mind Teleport immunity: +10% Life regen: +4.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% temporal / +11% darkness Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +7 Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +5 Cun / +4 Dex Maximum life: +99.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% all Changes resistances penetration: +8% temporal / +9% physical Changes damage: +12% temporal / +13% physical Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Shadowspire' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% * 10% chance to reduce damage dealt by 22% Changes stats: +6 Con Changes resistances: +9% lightning / +6% temporal / +13% blight / +3% fire / +13% all Changes damage: +5% nature Mental save: +19 (+6 eff.) Poison immunity: +28% Disease immunity: +24% Life regen: +1.50 Maximum life: +69.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +15% all Spell save: +29 (+10 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+8 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant silk robe of nature (+39%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +39% nature / +13% all Changes damage: +49% nature Poison immunity: +44% Disease immunity: +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (55 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (96 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Arthydan the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +1 Mag / +4 Cun / +1 Con Life regen: +2.00 Spell crit. chance: +2% Healing mod.: +11% Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Duathelpeal the pair of drakeskin leather boots (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 penetration: +26 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +5 Effects on melee hit: * 25% chance to reduce damage dealt by 22% Changes resistances: +6% arcane / +9% darkness Changes damage: +9% fire / +9% arcane / +9% darkness Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +50% A pair of boots made of leather. |
Emelolle (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: -9% Damage when hit (Melee): 8 acid Changes stats: +11 Lck / +8 Dex Changes resistances: +3% nature / +3% temporal Stealth bonus: +11 Disarm immunity: +10% Stamina each turn: +2.00 Maximum life: +120.00 Maximum stamina: +29.00 Movement speed: +10% A pair of boots made of leather. |
Gabrewyn the Woestriker (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +2 Dex / +1 Mag / +3 Wil Changes damage: +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Maluregoregosta the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal / +12% acid Disease immunity: +20% Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Plaguetreason the pair of voratun boots (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Changes stats: +7 Mag / +8 Wil / +5 Con Changes resistances penetration: +10% physical Changes damage: +6% nature / +12% blight Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +15 (+7 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +3 It can be used to blink to a nearby random location (rad 12) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rimelord the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Wil Changes resistances: +12% mind / +2% physical Changes damage: +12% cold Stamina each turn: +0.40 Maximum life: +96.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Woestake (0 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 lightning Changes stats: +5 Mag Changes resistances: +13% lightning / +14% fire / +14% temporal / +15% cold Changes resistances penetration: +5% darkness Spell save: +3 (+1 eff.) Infravision radius: +3 Damage Shield penetration: +30% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerodana the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 29% Changes stats: +2 Con Changes resistances: +10% lightning / +10% temporal / +2% physical Changes damage: +6% arcane / +15% physical Only die when reaching: -80.00 life A pair of boots made of leather. |
Zedor the Quenchblood (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +20% blight / +6% cold Changes resistances penetration: +25% cold Changes damage: +30% cold Stamina each turn: +0.90 Maximum stamina: +28.00 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of hardened leather boots of phasing (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Mag / +3 Wil Infravision radius: +1 It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
pair of drakeskin leather boots 'Obsidianguile' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Effects on melee hit: * 10% chance to slow global speed by 53% * 20% chance to reduce damage dealt by 22% Changes stats: +14 Lck / +8 Dex Changes resistances: +13% fire / +15% cold Changes resistances penetration: +25% darkness Changes damage: +9% blight Stealth bonus: +15 Spell save: +9 (+3 eff.) Maximum mana: +20.00 Spell crit. chance: +4% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A pair of boots made of leather. |
pair of drakeskin leather boots 'Shademinister' (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 penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +3 Wil / +10 Cun / +6 Con Changes resistances: +39% darkness / +26% temporal Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +6% darkness Physical save: +23 (+6 eff.) Mental save: +24 (+8 eff.) See invisible: +3 Defense after a teleport: +26 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
pair of hardened leather boots 'Radhegahell' (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +19 Changes resistances: +27% lightning / +10% fire / +5% arcane / +11% cold Poison immunity: +20% A pair of boots made of leather. |
pair of iron boots 'Balanceripper' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +3 Cun / +2 Dex Changes resistances penetration: +15% nature Changes damage: +9% light Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 5.7 Power cost: 25 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +4 Wil Silence immunity: +21% Confusion immunity: +31% Stun/Freeze immunity: +38% It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+5 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 47.77 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ivuralrath the Chillshine (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Changes stats: +4 Dex / +2 Con Changes resistances penetration: +25% cold Changes damage: +9% light Critical mult.: +12.00% Life regen: +6.70 Stamina each turn: +1.80 Psi each turn: +0.35 Maximum stamina: +26.00 Spell crit. chance: +6% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Loamblack the hardened leather gloves (0 def, 6 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% temporal / +6% fire Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +22% Teleport immunity: +20% Healing mod.: +20% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rholach (25 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Damage (Melee): 15 acid Changes stats: +4 Str Changes resistances: +10% acid / +12% darkness / +15% blight Changes damage: +11% acid Equilibrium when hit: +0.12 Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salovea the voratun gauntlets (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +28 Physical power: +14 (+3 eff.) Armour: +11 Fatigue: +5% Changes stats: +3 Cun / +13 Dex Changes resistances: +13% blight / +3% nature Changes damage: +3% physical Spell save: +29 (+10 eff.) Life regen: +4.90 Stamina each turn: +1.00 Psi each turn: +0.29 Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 20% chance to slow global speed by 53% * 25% chance to reduce armor by 29% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 303.37 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +2 Changes stats: +3 Str / +5 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Airbutcher' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +19.0% Armour: +3 Damage (Melee): 11 acid Changes stats: +3 Mag Changes resistances: +8% acid / +6% lightning Changes resistances penetration: +15% arcane Changes damage: +9% acid Critical mult.: +6.00% Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +38% Spell crit. chance: +9% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +10 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Sepsisvault' (0 def, 13 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +13 Damage (Melee): 13 physical Changes resistances: +9% blight / +18% lightning Changes resistances penetration: +30% nature Changes damage: +41% physical Spell save: +15 (+5 eff.) Stun/Freeze immunity: +25% Teleport immunity: +25% Stamina each turn: +3.70 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +14 physical Damage (radius 2) on crit: +13 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Winterlace' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +11 Armour: +3 Damage (Melee): 8 fire Changes stats: +9 Dex / +7 Cun / +4 Con Changes resistances: +6% cold / +8% fire Changes resistances penetration: +20% light / +20% cold Changes damage: +15% cold / +9% fire Physical save: +24 (+6 eff.) Spell save: +3 (+1 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +46% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +22 physical Damage (radius 2) on crit: +11 fire It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% 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. |
dwarven-steel gauntlets 'Blazecast' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 26 Damage (Melee): 7 light / 14 mind / 24 darkness Changes resistances: +3% blight / +7% darkness / +13% light Changes resistances penetration: +10% blight Changes damage: +3% darkness / +6% light Mental save: -14 (-5 eff.) Mindpower: +4 (+2 eff.) When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). On weapon hit: * 6% chance to reduce damage dealt by 22% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shadehack' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +4 Cun Changes resistances: +12% darkness Changes resistances penetration: +10% darkness / +20% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +20.00% Physical save: +11 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -60.00 life When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Seartorrent' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +18% fire Changes resistances penetration: +20% fire Changes damage: +12% mind Physical save: +9 (+2 eff.) Only die when reaching: -60.00 life Maximum hate: +6.00 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of war-making (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +7 Fatigue: +3% Critical mult.: +10.00% Mental save: +8 (+3 eff.) Maximum life: +52.00 Spell crit. chance: +13% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Mental save: +6 (+2 eff.) Maximum life: +42.00 When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets of dexterity (+4) (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +8 Fatigue: +5% Changes stats: +4 Dex Mental save: +15 (+5 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the juggernaut (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Con Physical save: +23 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +31% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +10 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Mayebeth' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 physical Changes stats: +2 Con Changes resistances: +1% physical Changes resistances penetration: +10% physical Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.radiant voratun gauntlets of sorrow (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 16% chance to reduce all saves and defense by 26 Damage (Melee): 18 light / 36 mind / 40 darkness Changes resistances: +15% light Changes damage: +7% light Mental save: -6 (-2 eff.) Mindpower: +10 (+4 eff.) When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Searing Light (20% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Kilnbender' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +9% acid / +3% temporal / +6% darkness / +12% fire / +6% mind Infravision radius: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +5 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +7 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +5% physical When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of the juggernaut (0 def, 18 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +18 Armour Hardiness: +10% Fatigue: +5% Changes stats: +11 Con Changes resistances: +9% physical Physical save: +28 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +17 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag Changes resistances: +5% temporal Changes damage: +3% arcane / +4% temporal When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Icespiker' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 8 cold / 20 lightning Changes stats: +3 Str / +2 Dex / +5 Mag / +4 Wil / +6 Cun / +2 Con Changes resistances: +13% darkness / +10% lightning Changes resistances penetration: +10% cold Changes damage: +9% lightning / +6% temporal Reduces incoming crit damage: 10.00% Infravision radius: +4 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +12 ice / +17 darkness / +25 fire / +23 lightning / +29 acid Damage (radius 2) on crit: +15 lightning It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Armyndur the Shimmerenvy (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 2 arcane Changes stats: +6 Cun / +8 Wil Changes resistances: +6% lightning / +24% darkness / +15% nature Changes damage: +6% lightning / +16% darkness / +6% arcane Mental save: +22 (+7 eff.) Life regen: +5.20 Mental crit. chance: +6% Damage Shield Power: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 148 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Betywe (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Defense: +15 (+4 eff.) Fatigue: +1% Changes stats: +2 Str / +5 Cun / +3 Con Mental crit. chance: +1% A cap made of leather. |
Blizzardreign the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +7 Wil Changes resistances: +7% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +8% acid / +8% blight / +13% cold / +8% darkness Critical mult.: +10.00% Mana each turn: +0.12 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +3.00 Maximum mana: +40.00 Spellpower: +16 (+7 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Bregyvon the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +7 Wil / +1 Con Changes resistances: +20% physical / +19% darkness / +20% mind Changes damage: +20% physical / +20% darkness / +20% mind Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Mental save: +20 (+7 eff.) Psi each turn: +0.30 Maximum hate: +13.00 Maximum psi: +40.00 Mindpower: +23 (+8 eff.) Mental crit. chance: +13% Light radius: +2 Infravision radius: +4 A pointy cloth hat, very wizardly... |
Ce'Netta the Chargesear (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances: +6% light Changes damage: +9% lightning Stamina when hit: +0.90 Equilibrium when hit: +0.70 Light radius: +2 A cap made of leather. |
Corpsewire the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +11 Physical power: +34 (+6 eff.) Defense: +3 (+1 eff.) Changes resistances: +12% nature Changes resistances penetration: +29% physical Changes damage: +33% acid Life regen: +4.90 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Corruptionsmash (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 13 acid Changes stats: +5 Cun / +3 Dex Changes resistances: +12% acid / +12% fire / +18% nature Changes resistances penetration: +31% acid Changes damage: +27% fire / +21% nature / +15% cold A cap made of leather. |
Dawnhunter the cashmere wizard hat (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +12 (+3 eff.) Changes resistances: +11% fire / +10% cold Changes damage: +6% light / +18% physical Critical mult.: +15.00% Physical save: +9 (+2 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Dawnsmash (9 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * 21% chance to reduce armor by 29% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +4 Dex / +5 Wil / +18 Cun Changes resistances penetration: +20% darkness / +10% light Changes damage: +12% light Mindpower: +5 (+2 eff.) A hat made of leather. Very stylish. |
Deepsraze the drakeskin leather hat (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Mag / +21 Wil Changes resistances: +16% blight / +9% darkness / +5% arcane Changes resistances penetration: +25% darkness Changes damage: +17% blight / +16% arcane Mental save: +27 (+9 eff.) Spell crit. chance: +4% Light radius: +2 A hat made of leather. Very stylish. |
Dragonskull Helm (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Duraleyon (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +7 Con Changes resistances penetration: +5% blight Changes damage: +9% blight Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.2 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 22 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Emyssra the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Defense: +3 (+1 eff.) Changes stats: +5 Dex / +8 Mag / +6 Con Changes damage: +13% acid / +9% physical / +7% lightning / +9% blight / +15% cold / +25% arcane / +12% fire Equilibrium when hit: +2.90 Psi when hit: +2.90 Hate when hit: +2.20 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Ereluneg the voratun helm (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +10 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +7 Wil / +6 Cun / +7 Con Changes resistances: +14% physical Changes damage: +3% mind Physical save: +12 (+3 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Erostir (3 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +14 Wil Changes resistances: +6% blight / +30% cold Changes damage: +20% cold Mental save: +29 (+10 eff.) Poison immunity: +20% Pinning immunity: +20% Mindpower: +6 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 130 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Giloregolin the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +9 Dex / +8 Wil Changes resistances: +13% darkness Changes damage: +9% mind Mental save: +13 (+4 eff.) Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Light radius: +2 Infravision radius: +7 A cap made of leather. |
Huriromirek (0 def, 25 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +25 Fatigue: +5% Changes stats: +8 Con Changes resistances: +11% fire / +13% cold Changes resistances penetration: +25% mind Changes damage: +21% mind Stamina each turn: +3.70 A cap made of leather. |
Hyrand the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex Critical mult.: +5.00% Only die when reaching: -20.00 life Maximum stamina: +10.00 Light radius: +1 A cap made of leather. |
Ivuwyn the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +10 Wil Changes resistances: +23% blight Changes damage: +9% mind Mental save: +11 (+4 eff.) Psi when hit: +0.16 Maximum psi: +40.00 Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ketohad (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +10 Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 mind Changes resistances penetration: +25% mind / +29% physical Changes damage: +9% physical Physical save: +25 (+6 eff.) Psi when hit: +0.24 Mindpower: +20 (+7 eff.) A hat made of leather. Very stylish. |
Khelukalthorak the drakeskin leather hat (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +9 Fatigue: +5% Changes stats: +6 Str / +9 Wil / +4 Cun Changes resistances: +9% temporal / +15% physical Changes resistances penetration: +5% arcane Changes damage: +21% arcane / +3% temporal Physical save: +13 (+3 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A hat made of leather. Very stylish. |
Leludil (0 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +11 Fatigue: +3% Changes stats: +2 Cun / +2 Wil Changes resistances: +8% acid / +7% fire / +9% lightning / +8% cold Changes damage: +15% physical A cap made of leather. |
Lorymarab the drakeskin leather hat (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +17 Str / +7 Wil Changes resistances: +9% blight / +15% physical / +6% lightning Changes damage: +15% temporal Physical save: +14 (+4 eff.) Blindness immunity: +10% Disease immunity: +10% Life regen: +4.00 Stamina when hit: +3.00 Equilibrium when hit: +3.00 A hat made of leather. Very stylish. |
Nimbus of Enlightenment (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Mental save: -25 (-8 eff.) Confusion immunity: -30% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Infravision radius: +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 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." |
Phoenixwrecker the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Str / +9 Dex Changes resistances: +12% nature / +18% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Maximum life: +110.00 Healing mod.: +18% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1174.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Relgeneg the Magmabringer (12 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +12 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects on melee hit: * 25 arcane resource burn * 25% chance to reduce all saves and defense by 26 Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +5 Str / +7 Wil / +6 Cun Changes resistances: +6% lightning / +14% physical / +22% mind / +6% darkness Changes resistances penetration: +25% fire Physical save: +15 (+4 eff.) Mental save: +30 (+10 eff.) Confusion immunity: +50% A cap made of leather. |
Scorchspike the drakeskin leather cap (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +14 Dex / +5 Cun Changes resistances: +15% blight / +9% fire / +15% nature / +9% light Changes resistances penetration: +25% fire Changes damage: +3% light / +9% cold Light radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1174.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Searwhisper the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +13 Cun / +10 Wil Changes resistances: +22% lightning / +12% blight / +6% cold / +5% arcane / +9% acid Changes resistances penetration: +10% fire Changes damage: +15% lightning / +6% fire Mental save: +24 (+8 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 148 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Siluriwe the hardened leather hat (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+8 eff.) Fatigue: +3% Changes stats: +7 Con Changes resistances: +9% mind Changes resistances penetration: +25% arcane / +15% mind Changes damage: +21% mind / +27% physical A hat made of leather. Very stylish. |
Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Steampower: +15 (+7 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Sunwreath the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Cun / +8 Wil Changes resistances: +13% darkness / +11% physical Changes resistances penetration: +15% fire Changes damage: +14% darkness / +14% physical Critical mult.: +10.00% Maximum hate: +15.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Tempestcutter (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str Changes resistances: +25% darkness Changes resistances penetration: +15% lightning Changes damage: +15% lightning / +15% temporal / +22% darkness / +15% physical / +15% light Critical mult.: +5.00% Life regen: +6.00 Maximum stamina: +30.00 Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Ulfalar the cashmere wizard hat (32 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +32 (+8 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Physical save: +9 (+2 eff.) Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +10 (+3 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway Activation costs 30 power out of 30/30. How do these even work? |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Emiriathra' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +4 Dex / +11 Wil / +13 Cun / +9 Con Changes resistances: +10% blight / +12% physical Changes resistances penetration: +5% temporal Critical mult.: +5.00% Physical save: +9 (+2 eff.) Mental save: +18 (+6 eff.) Mental crit. chance: +3% A cap made of leather. |
drakeskin leather hat 'Starpride' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +4 Wil / +5 Cun / +4 Con Changes resistances: +12% fire / +10% cold Changes resistances penetration: +25% light Mindpower: +6 (+2 eff.) Light radius: +3 A hat made of leather. Very stylish. |
hardened leather hat 'Elenodur' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con Changes resistances: +13% nature Changes damage: +9% mind Critical mult.: +10.00% Spell save: +12 (+4 eff.) Psi when hit: +0.16 Maximum life: +126.00 Maximum psi: +20.00 Mental crit. chance: +3% Healing mod.: +31% A hat made of leather. Very stylish. |
miner's hardened leather cap of blood magic (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Mag / +5 Wil Changes damage: +13% blight / +8% arcane Spell crit. chance: +2% Infravision radius: +2 A cap made of leather. |
rough leather hat 'Glintveil' (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +2 Dex / +5 Con Changes resistances: +6% light / +5% cold Allows you to breathe in: water Stamina each turn: +3.00 A hat made of leather. Very stylish. |
rough leather hat 'Snowbiter' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +1% Changes stats: +3 Str / +4 Wil Changes resistances: +6% blight / +6% physical Physical save: +12 (+3 eff.) Silence immunity: +20% A hat made of leather. Very stylish. |
Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 29.06 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.enlightening stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +8 Wil Mental save: +20 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating rough leather armour of clarity (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% mind Mental save: +13 (+4 eff.) Life regen: +3.10 Stamina each turn: +0.90 A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Camiyadan the dwarven-steel plate armour (15 def, 18 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +15 (+4 eff.) Fatigue: +22% Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +5 Str / +5 Con Changes resistances: +7% acid / +16% physical / +8% cold / +8% lightning / +7% fire Physical save: +12 (+3 eff.) Stun/Freeze immunity: +20% Maximum life: +79.00 A suit of armour made of metal plates. |
Elymithra the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +7 Armour: +16 Fatigue: +22% Damage when hit (Melee): 10 physical Changes stats: +6 Str / +7 Dex Changes resistances: +10% mind / +15% blight Changes resistances penetration: +31% physical Changes damage: +15% physical Mental save: +25 (+8 eff.) Only die when reaching: -99.28 life A suit of armour made of metal plates. |
Isymilaith (8 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +22% Changes stats: +5 Mag / +5 Cun / +2 Con Changes damage: +9% blight Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Mental save: +14 (+5 eff.) Maximum psi: +30.00 Mindpower: +15 (+5 eff.) A suit of armour made of metal plates. |
Pitchspiker (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+4 eff.) Armour: +13 Fatigue: +22% Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +18% lightning / +2% physical / +12% light / +5% arcane / +6% darkness Knockback immunity: +20% Teleport immunity: +10% Maximum life: +100.00 Spellpower: +22 (+9 eff.) Spell crit. chance: +9% Mindpower: +22 (+8 eff.) Mental crit. chance: +9% Healing mod.: +15% A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 19 acid / 23 fire Damage when hit (Melee): 16 acid / 15 fire Changes resistances: +18% acid / +28% fire A suit of armour made of metal plates. |
stralite plate armour 'Glorann' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +13% acid / +11% physical / +18% blight / +13% fire / +25% lightning / +12% cold Talent cooldown: Rush (-5 turns) Physical save: +12 (+3 eff.) Disarm immunity: +35% Stun/Freeze immunity: +36% Knockback immunity: +32% Only die when reaching: -80.00 life Maximum hate: +6.00 Mental crit. chance: +8% A suit of armour made of metal plates. |
stralite plate armour 'Glorykira' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +13 Fatigue: +22% Effects on melee hit: * 21% chance to reduce armor by 29% Changes stats: +7 Str / +10 Con Changes resistances: +9% physical Changes resistances penetration: +15% acid / +15% physical Critical mult.: +15.00% Physical save: +22 (+6 eff.) Mental save: +9 (+3 eff.) Maximum stamina: +31.61 A suit of armour made of metal plates. |
voratun plate armour 'Tohor' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +15 Str / +1 Mag / +6 Con Changes resistances: +14% acid / +26% physical / +16% darkness / +11% fire / +13% cold / +10% lightning Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Disarm immunity: +35% Stun/Freeze immunity: +38% Knockback immunity: +33% Equilibrium when hit: +0.08 Maximum life: +87.00 Light radius: +2 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Umbrablood' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 25% chance to reduce damage dealt by 22% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 13 acid / 15 fire Changes stats: +9 Cun / +9 Wil Changes resistances: +24% acid / +29% fire / +10% mind / +6% arcane Changes resistances penetration: +15% blight Changes damage: +6% darkness Mental save: +50 (+15 eff.) Damage Shield penetration: +30% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A suit of armour made of metal plates. |
71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Glacierrune the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Fatigue: -8% Changes stats: +5 Str Changes resistances: +6% blight / +6% cold / +12% mind Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Galirak' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes stats: +3 Str / +1 Mag / +8 Wil / +6 Cun / +3 Con Changes resistances: +25% darkness / +10% fire Damage affinity(heal): +15% darkness Light radius: +3 Infravision radius: +13 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of deeplife (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% darkness Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 40/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's EssentialsPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. It can be used to Gain a random beneficial effect Activation costs 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Arywen the HellsspawnerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.9% Armour: +10 Damage when hit (Melee): 8 fire Changes resistances: +24% blight / +9% fire / +6% arcane Changes resistances penetration: +25% fire Changes damage: +12% physical Stamina each turn: +3.70 Only die when reaching: -60.00 life Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
RadianceoozerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +25 (+6 eff.) Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +6% physical Physical save: +5 (+1 eff.) Maximum stamina: +10.00 Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 100, 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 213.00 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
UndeathsmashCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 2 nature Changes stats: +1 Mag / +2 Wil / +3 Con Light radius: +8 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Mayuthra'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% blight / +9% cold / +15% darkness / +3% temporal Changes damage: +13% light Damage affinity(heal): +5% light Reduces incoming crit damage: 15.00% Life regen: +13.00 Only die when reaching: -80.80 life Light radius: +13 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 94.99 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of the moonsPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Spellpower: +7 (+4 eff.) Light radius: +6 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 104.82 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes damage: +11% mind Blindness immunity: +50% Confusion immunity: +28% Light radius: +9 See stealth: +11 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 391.60 fire damage (based on Magic) Activation costs 50 power out of 65/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 390.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of stralite shots of crippling (21/21, 57-68 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.0 - 68.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +30.5% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 350 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
voratun crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bethoritira the Galemoon [power 475] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +4 Cun / +6 Mag Critical mult.: +15.00% Stamina each turn: +3.03 Maximum vim: +50.50 See invisible: +24 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 641 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Bokoleg the Tidemaim [power 151] (2/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Mag Changes resistances: +6% cold / +12% temporal Light radius: +2 Infravision radius: +4 It can be used to setup a psionic shield, reducing all damage taken by 151 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 28% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Glydhewen the iron torque of gale force [power 110] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% lightning Changes damage: +12% acid Mental save: +15 (+5 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 148 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Hisin the Flashbreacher [power 370] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 11 blight Changes resistances: +21% blight / +12% temporal Changes resistances penetration: +15% light / +25% temporal Changes damage: +15% mind It can be used to blast the opponent's mind dealing 407 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Maruildir the iron torque of psionic shield [power 27] (2/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Wil / +3 Con Changes damage: +6% mind Mental crit. chance: +4% Infravision radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 77 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Xereth the steel torque of gale force [power 170] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +15% fire Reduces incoming crit damage: 15.00% Poison immunity: +20% Pinning immunity: +20% Maximum life: +60.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 230 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Ivosevea' [power 185] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +3 Con Changes resistances: +12% blight / +3% physical Changes damage: +3% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 250 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 53. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Stormbright' [power 345] (2/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 22% Changes resistances: +24% lightning Changes resistances penetration: +31% physical Changes damage: +18% lightning Reduces incoming crit damage: 18.85% Maximum stamina: +37.71 See invisible: +30 It can be used to blast the opponent's mind dealing 380 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Ebonyquill the elven-wood totem of healing [power 434] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 22% Changes stats: +6 Cun Changes resistances: +21% darkness / +6% cold Changes resistances penetration: +20% lightning Changes damage: +15% darkness Infravision radius: +3 See invisible: +18 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 94. Natural totems are made by powerful wilders to store nature power. |
Emelorelaith the elven-wood totem of healing [power 386] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +31 (+6 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 21 arcane resource burn * 20% chance to slow global speed by 53% Changes stats: +3 Con Changes resistances: +6% blight Physical save: +18 (+5 eff.) Poison immunity: +20% Pinning immunity: +21% It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 82. Natural totems are made by powerful wilders to store nature power. |
Fogquill [power 560] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Cun Changes resistances: +12% acid Changes damage: +15% acid / +30% darkness Critical mult.: +15.00% Mental save: +9 (+3 eff.) Mindpower: +20 (+7 eff.) It can be used to sting an enemy dealing 700 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ice's kiss the ash totem of summon tentacle [power 175] (2/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +12% nature / +9% temporal Changes damage: +6% cold Poison immunity: +10% Silence immunity: +20% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 510 Base Damage: 204 Armor: 11 All Resist: 20 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Ivuldabeth the Blackbender [power 434] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% darkness / +15% fire Light radius: +3 See invisible: +24 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Lavabile [power 17] (2/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Mag / +1 Cun / +1 Con Changes resistances penetration: +10% fire It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Phlegmhunt [power 128] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes damage: +3% nature Physical save: +15 (+4 eff.) Mental save: +3 (+1 eff.) Maximum life: +40.00 It can be used to sting an enemy dealing 160 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Skyrupture [power 212] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +30 (+8 eff.) Changes stats: +3 Str Changes resistances penetration: +25% lightning Only die when reaching: -80.00 life It can be used to sting an enemy dealing 265 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Ulforuifast the elven-wood totem of summon tentacle [power 360] (2/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Defense: +15 (+4 eff.) Changes resistances: +9% acid / +5% arcane / +12% darkness Changes damage: +6% mind Physical save: +12 (+3 eff.) Stun/Freeze immunity: +20% Hate when firing a critical mind attack: +2.00 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1040 Base Damage: 393 Armor: 28 All Resist: 38 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Frigidpiety' [power 206] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical power: +15 (+3 eff.) Armour: +6 Changes stats: +5 Dex Changes resistances: +3% physical Changes damage: +9% cold It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Windrip' [power 554] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances penetration: +20% nature Changes damage: +32% nature Confusion immunity: +22% Maximum life: +107.70 Healing mod.: +22% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Lisuna' [power 560] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +37 (+7 eff.) Armour: +10 Changes stats: +8 Cun Changes resistances penetration: +30% physical Physical save: +22 (+6 eff.) See invisible: +12 It can be used to sting an enemy dealing 700 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 188] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 52. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of summon tentacle [power 205] (2/29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 477 Base Damage: 225 Armor: 12 All Resist: 0 Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of thorny skin [power 53] (2/23 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 53 and armour hardiness by 50% Activation puts all charms on cooldown for 23 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 284] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 355 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Nerelratha' [power 45] (2/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +3 Cun / +5 Wil Changes resistances: +15% blight Changes damage: +9% blight Mindpower: +25 (+9 eff.) Mental crit. chance: +4% It can be used to harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 41% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cloudscar [power 500] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +13 Str / +5 Con Changes resistances: +9% acid Changes damage: +12% lightning Infravision radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 100 lightning damage and will be dazed for 1 turn (500 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Coalwake the yew wand of lightning storm [power 302] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind / 10 darkness Maximum wards: +4 acid / +5 cold / +5 nature / +4 blight Changes damage: +15% darkness Talent granted: +1 Ward Critical mult.: +10.00% Psi when hit: +0.24 Hate when firing a critical mind attack: +2.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (302 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dagygen the Demontrencher [power 380] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +6% light / +3% darkness Changes resistances penetration: +10% darkness / +5% light Light radius: +3 It can be used to create a shield absorbing up to 380 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. * Reduce fatigue by 37% for 2 turns. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glintbiter [power 218] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +20 (+5 eff.) Changes damage: +9% fire Physical save: +18 (+5 eff.) Silence immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Light radius: +2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Islyssra the Bloommire [power 13] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +18% acid Maximum wards: +6 lightning / +6 fire / +5 mind / +6 blight Changes resistances penetration: +15% lightning Changes damage: +15% nature / +31% temporal Talent granted: +1 Ward Physical save: +15 (+4 eff.) Spell save: +9 (+3 eff.) Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 13, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 99 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Mayetha the Sleetrip [power 560] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +27% acid / +9% cold / +9% fire Changes damage: +24% arcane Physical save: +6 (+2 eff.) Poison immunity: +21% Stun/Freeze immunity: +20% Knockback immunity: +21% It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Phoenixmalice [power 250] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% acid / +9% darkness / +12% blight / +5% arcane / +6% light Changes damage: +12% fire It can be used to fire a magical bolt dealing 250 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Skythorn [power 434] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +16 Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 12 blight / 12 lightning Changes stats: +4 Dex Changes resistances: +21% lightning Changes damage: +21% arcane It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tempestwasp the ash wand of lightning storm [power 212] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +20 (+5 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +3% light Changes damage: +6% lightning Spell save: +6 (+2 eff.) Silence immunity: +10% Confusion immunity: +10% Hate when firing a critical mind attack: +5.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Umbravalor the ash wand of shielding [power 200] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +6% nature / +9% fire / +5% arcane / +15% mind Changes damage: +3% darkness It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvylema [power 105] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+5 eff.) Changes stats: +4 Con Critical mult.: +5.00% Only die when reaching: -40.00 life It can be used to fire a magical bolt dealing 105 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 230] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 248] (2/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of lightning storm [power 236] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (236 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Glimmerhue' [power 302] (2/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Dex / +3 Wil Changes resistances penetration: +15% light Infravision radius: +3 See invisible: +12 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (302 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Uruchak the Skeleton Berserker level 48
14th Dusk 123rd year of Ascendancy at 23:01 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Uruchak the Skeleton Berserker level 38
74th Regrowth 123rd year of Ascendancy at 21:42 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Uruchak the Skeleton Berserker level 32
49th Regrowth 123rd year of Ascendancy at 17:09 see stats
A living one! (Insane (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Uruchak the Skeleton Berserker level 50
69th Pyre 124th year of Ascendancy at 19:00 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Uruchak the Skeleton Berserker level 38
73rd Regrowth 123rd year of Ascendancy at 07:34 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Uruchak the Skeleton Berserker level 45
36th Pyre 123rd year of Ascendancy at 18:44 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Uruchak the Skeleton Berserker level 46
79th Pyre 123rd year of Ascendancy at 23:10 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Uruchak the Skeleton Berserker level 50
22nd Haze 123rd year of Ascendancy at 00:47 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Uruchak the Skeleton Berserker level 42
23rd Pyre 123rd year of Ascendancy at 14:22 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Uruchak the Skeleton Berserker level 34
65th Regrowth 123rd year of Ascendancy at 14:50 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Uruchak the Skeleton Berserker level 6
5th Mirth 122nd year of Ascendancy at 00:13 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Uruchak the Skeleton Berserker level 50
55th Regrowth 124th year of Ascendancy at 23:44 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Uruchak the Skeleton Berserker level 41
20th Pyre 123rd year of Ascendancy at 14:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Uruchak the Skeleton Berserker level 31
44th Regrowth 123rd year of Ascendancy at 19:24 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Uruchak the Skeleton Berserker level 50
67th Pyre 124th year of Ascendancy at 05:14 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Uruchak the Skeleton Berserker level 21
43rd Haze 122nd year of Ascendancy at 11:28 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Uruchak the Skeleton Berserker level 38
1st Time of Balance 123rd year of Ascendancy at 01:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Uruchak the Skeleton Berserker level 27
12nd Regrowth 123rd year of Ascendancy at 13:15 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Uruchak the Skeleton Berserker level 50
73rd Regrowth 124th year of Ascendancy at 06:00 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Uruchak the Skeleton Berserker level 43
31st Pyre 123rd year of Ascendancy at 03:23 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Uruchak the Skeleton Berserker level 50
43rd Regrowth 124th year of Ascendancy at 14:59 see stats
Genocide (Insane (Roguelike) difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Uruchak the Skeleton Berserker level 45
50th Pyre 123rd year of Ascendancy at 18:54 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Uruchak the Skeleton Berserker level 36
70th Regrowth 123rd year of Ascendancy at 09:06 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Uruchak the Skeleton Berserker level 32
49th Regrowth 123rd year of Ascendancy at 16:38 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Uruchak the Skeleton Berserker level 47
1st Mirth 123rd year of Ascendancy at 04:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Uruchak the Skeleton Berserker level 10
55th Dusk 122nd year of Ascendancy at 21:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Uruchak the Skeleton Berserker level 20
14th Haze 122nd year of Ascendancy at 05:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Uruchak the Skeleton Berserker level 30
22nd Regrowth 123rd year of Ascendancy at 03:59 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Uruchak the Skeleton Berserker level 40
16th Pyre 123rd year of Ascendancy at 16:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Uruchak the Skeleton Berserker level 50
27th Dusk 123rd year of Ascendancy at 08:40 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Uruchak the Skeleton Berserker level 32
49th Regrowth 123rd year of Ascendancy at 17:09 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Uruchak the Skeleton Berserker level 50
71st Regrowth 124th year of Ascendancy at 11:13 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Uruchak the Skeleton Berserker level 50
3rd Regrowth 124th year of Ascendancy at 07:43 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Uruchak the Skeleton Berserker level 20
31st Haze 122nd year of Ascendancy at 11:37 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Uruchak the Skeleton Berserker level 50
32nd Regrowth 124th year of Ascendancy at 15:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Uruchak the Skeleton Berserker level 25
5th Regrowth 123rd year of Ascendancy at 08:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Uruchak the Skeleton Berserker level 20
42nd Haze 122nd year of Ascendancy at 12:58 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Uruchak the Skeleton Berserker level 41
20th Pyre 123rd year of Ascendancy at 20:39 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Uruchak the Skeleton Berserker level 32
49th Regrowth 123rd year of Ascendancy at 17:09 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Uruchak the Skeleton Berserker level 24
2nd Regrowth 123rd year of Ascendancy at 16:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Uruchak the Skeleton Berserker level 6
10th Mirth 122nd year of Ascendancy at 03:43 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Uruchak the Skeleton Berserker level 32
49th Regrowth 123rd year of Ascendancy at 17:09 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Uruchak the Skeleton Berserker level 27
14th Regrowth 123rd year of Ascendancy at 06:52 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Uruchak the Skeleton Berserker level 30
35th Regrowth 123rd year of Ascendancy at 23:06 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Uruchak the Skeleton Berserker level 49
17th Dusk 123rd year of Ascendancy at 02:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Uruchak the Skeleton Berserker level 14
73rd Dusk 122nd year of Ascendancy at 22:32 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Uruchak the Skeleton Berserker level 48
7th Dusk 123rd year of Ascendancy at 11:05 see stats
They Came From Outer Space! (Insane (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Uruchak the Skeleton Berserker level 50
49th Regrowth 124th year of Ascendancy at 20:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Uruchak the Skeleton Berserker level 23
8th Allure 123rd year of Ascendancy at 05:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Uruchak the Skeleton Berserker level 17
2nd Haze 122nd year of Ascendancy at 06:21 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Uruchak the Skeleton Berserker level 38
8th Pyre 123rd year of Ascendancy at 10:34 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Uruchak the Skeleton Berserker level 37
71st Regrowth 123rd year of Ascendancy at 10:26 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Uruchak the Skeleton Berserker level 50
18th Regrowth 124th year of Ascendancy at 11:11 see stats
Log
Aroldathra the orc summoner shares damage with his oozes!
Uruchak hits Aroldathra the orc summoner for (113 gestured), (55 deflected), 56 physical, (113 gestured), (91 deflected), 93 physical, (17 deflected), 17 light (166 total damage).
Aroldathra the orc summoner summons a Minotaur!
Aroldathra the orc summoner's mind surges with critical power!
Bloated ooze's morale has been lowered.
Minotaur's morale has been lowered.
Aroldathra the orc summoner shares damage with his oozes!
Bleeding from Uruchak hits Aroldathra the orc summoner for (3 deflected), 4 physical (4 total damage).
Uruchak uses Fearless Cleave.
Uruchak misses Minotaur.
Uruchak is too disconnected from Nature to use Spit Poison.
Aroldathra the orc summoner lashes back at Uruchak!
Aroldathra the orc summoner's mind surges with critical power!
Uruchak has been maligned!
Your shield crumbles under the damage!
The shield around Uruchak crumbles.
Aroldathra the orc summoner shares damage with his oozes!
Uruchak hits Aroldathra the orc summoner for (113 gestured), (85 deflected), 85 physical, (4 deflected), 5 light (90 total damage).
Melee retaliation hits Aroldathra the orc summoner for (1 deflected), 2 fire, (5 deflected), 6 physical, 1 blight, (1 deflected), 2 fire, (5 deflected), 6 physical, 1 blight (17 total damage).
Melee retaliation hits Minotaur for 28 fire, 68 physical, 6 blight (101 total damage).
Aroldathra the orc summoner hits Uruchak for (313 absorbed), 0 mind, (5 absorbed), 0 lightning, (21 absorbed), 0 physical, (7 absorbed), 0 cold, (5 absorbed), 0 acid, (9 absorbed), 0 fire, (5 absorbed), 0 lightning, (21 absorbed), 0 physical, (7 absorbed), 0 cold, (5 absorbed), 0 acid, (9 absorbed), 0 fire (0 total damage).
Minotaur hits Uruchak for (190 absorbed), 8 physical (8 total damage).
Aroldathra the orc summoner uses Willful Strike.
Aroldathra the orc summoner's mind surges with critical power!
Aroldathra the orc summoner roars triumphantly.
Aroldathra the orc summoner hits Uruchak for 949 physical damage.
Uruchak the level 50 skeleton berserker was stabbed to death by Aroldathra the orc summoner on level 4 of Mukhad.
Uruchak's rage subsides!
Uruchak no longer revels in blood quite so much.














































































































































































































































