













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Infinite Dungeon Merchants 1.6.04 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 119 / 20% |
| Size | huge |
| Lifes / Deaths | Killed by searing horror at level 33 on the 35th Dusk 122nd year of Ascendancy at 15:33 0 / 12Killed by Islymira the mountain troll thunderer at level 39 on the 49th Dusk 122nd year of Ascendancy at 18:36 Killed by Layyna the dreaming horror at level 66 on the 43rd Haze 122nd year of Ascendancy at 01:23 Killed by Grand Corruptor at level 84 on the 2nd Wintertide 123rd year of Ascendancy at 03:14 Killed by Gita the temporal stalker at level 86 on the 1st Allure 123rd year of Ascendancy at 21:03 Killed by shadow at level 91 on the 7th Regrowth 123rd year of Ascendancy at 10:15 Killed by Iaxfla the Spawn of Urh'Rok at level 93 on the 11st Regrowth 123rd year of Ascendancy at 10:29 Killed by Salariann the gwelgoroth at level 94 on the 14th Regrowth 123rd year of Ascendancy at 11:01 Killed by Eilinuvena the giant blue ant at level 100 on the 35th Regrowth 123rd year of Ascendancy at 23:50 Killed by armoured skeleton warrior at level 107 on the 56th Regrowth 123rd year of Ascendancy at 10:02 Killed by will o' the wisp at level 115 on the 80th Regrowth 123rd year of Ascendancy at 14:16 Killed by Emelassra the stone troll at level 119 on the 4th Pyre 123rd year of Ascendancy at 00:31 |
Primary Stats
| Strength | 187 (base 100) |
| Dexterity | 87 (base 57) |
| Constitution | 127 (base 19) |
| Magic | 167 (base 100) |
| Willpower | 60 (base 28) |
| Cunning | 104 (base 76) |
Resources
| Mana | 1232/1258 |
| Negative | 384/384 |
| Life | -527/5106 |
| Paradox | 316 |
| Hate | 100/100 |
| Equilibrium | 124 |
| Vim | 452/497 |
| Positive | 96/354 |
| Stamina | 337/481 |
| Healing Factor | 2.5 |
| Regeneration | 28.125 |
Speed
| Mental | +188.72234641196% |
| Attack | +188.72234641196% |
| Movement | +1190.5277510605% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 26.801879409588 |
| Infravision | 12 |
| See Stealth | 31.465881496774 |
| See Invisible | 92.465881496774 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
| Damage | 524 |
| Accuracy | 87 |
| Crit Chance | 99% |
| APR | 78 |
| Speed | 0.42 |
Offense: Offhand
| Damage | 102 |
| Accuracy | 87 |
| Crit Chance | 94% |
| APR | 56 |
| Speed | 0.35 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 67% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 36% |
| Speed | 0.34635351659728 |
Offense: Damage Bonus
| Acid | +34% |
| Arcane | +73% |
| Cold | +44% |
| All | +9% |
| Darkness | +64% |
| Light | +75% |
| Physical | +186% |
| Mind | +60% |
| Lightning | +44% |
| Fire | +75% |
| Nature | +36% |
Offense: Damage Penetration
| Arcane | +60% |
| Mind | +70% |
| All | +30% |
| Lightning | +95% |
| Light | +105% |
| Physical | +45% |
| Darkness | +90% |
| Cold | +76% |
| Fire | +40% |
| Nature | +45% |
Defense: Base
| Armour (hardiness) | 209.19313132221 (100%) |
| Defense | 94 |
| Ranged Defense | 94 |
| Fatigue | 0 |
| Physical Save | 90 |
| Spell Save | 53 |
| Mental Save | 94 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 70%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 75%( 75%) |
| Physical | + 33%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 64%( 75%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Stoning Resistance | 0% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 85% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1346 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2830 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic 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 283 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 1186 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 927 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Wrath | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Deeprock | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 3.40 |
| 11/5 |
| 10/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.80 |
| 7/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Doom covenant | 2.20 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Meta | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 4.60 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 2.80 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.60 |
| 11/5 |
| 6/5 |
| 0/5 |
| 4/5 |
| 11/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cunning / Lethality | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Infestation |
| talent | Dark Ritual |
| talent | Savage Hunter |
| talent | Weapon of Light |
| talent | Shards |
| talent | Hardened Core |
| talent | Shield of Light |
| talent | Osmosis Shield |
| talent | Stalk |
| talent | Repel |
| talent | Bleak Outcome |
| talent | Arcane Feed |
| talent | Shield Wall |
| talent | Hymn of Detection |
| talent | Weapon of Wrath |
| detrimental effect | The target is on fire, taking 145.78 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Countering melee attacks: Has a 38% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
| detrimental effect | The target is taking 41.71 nature damage per turn from a potent earth-based poison. In 2 more turn(s), or when the poison has run its course (100% chance), the target will be turned to stone for 7 turns. Stoning Poison |
| detrimental effect | Huge cut that bleeds, doing 246.02 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+1183% movement speed, +189% attack speed, +189% mind speed, +110% physical damage, +76 physical save, +76 mental save, 94/94 damage shrugged off this turn) Rampaging |
| detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 119. Intimidated |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 29, accuracy by 42, and all damage penetration by 30%. Expose Weakness |
| beneficial effect | You regenerate a total of 2945.09 life over the duration of the effect. Osmosis Regeneration |
Quests
You successfully escorted the injured seer to the recall portal on level 17 of Infinite Dungeon. Escort: injured seer (level 17 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 9 of Infinite Dungeon. Escort: injured seer (level 9 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 22 of Infinite Dungeon. Escort: lone alchemist (level 22 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Queen Ant. Escort: lone alchemist (level 39 of Infinite Dungeon) | failed |
You successfully escorted the lost defiler to the recall portal on level 30 of Infinite Dungeon. Escort: lost defiler (level 30 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by venom drake hatchling. Escort: lost sun paladin (level 19 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 40 of Infinite Dungeon. Escort: lost warrior (level 40 of Infinite Dungeon)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 20 of Infinite Dungeon. Escort: temporal explorer (level 20 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 101): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 104): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 106): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 107): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 109): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: Random Artifact: Hailpulverizer (18-21.6 power, 3 apr, fire element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 112): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 353 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 113): Rush Hour (353)Turns left: 293 You completed the challenge and received: Random Artifact: Tooth of the Mouth (dig speed 12 turns) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 114): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 115): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 116): ExterminatorYou completed the challenge and received: Random Artifact: Shard of Insanity | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 117): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): ExterminatorYou completed the challenge and received: Random Artifact: Blazepride (18 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 374 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 121): Rush Hour (374)Turns left: 92 You completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 122): Headhunter0 / 3 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 74 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 123): Rush Hour (74)Turns left: 40 You completed the challenge and received: Random Artifact: Infernogrinder (13.5-14.85 power, 32 apr, mind damage) | done |
Proceed directly to the next Infinite Dungeon level in less than 287 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 125): Rush Hour (287)Turns left: 263 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 126): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 129): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 131): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 135): Mirror Match | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 137): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Thunderfall (50-70 power, 6 apr) | done |
Wake up and kill the dreaming horror boss 'Islenor the dreaming horror'. Infinite Dungeon Challenge (Level 138): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 139): ExterminatorYou completed the challenge and received: Random Artifact: Corrupted Gaze (4 def, 8 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 141): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 142): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 143): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 144): Rush Hour (77)Turns left: 55 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 146): Rush Hour (191)Turns left: 143 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 147): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 149): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 152): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 153): Mirror Match | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 154): Headhunter1 / 4 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 155): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 158): ExterminatorYou completed the challenge and received: Random Artifact: Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 159): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Strikepain (12 def, 10 armour) | done |
Wake up and kill the dreaming horror boss 'Adytta the dreaming horror'. Infinite Dungeon Challenge (Level 16): Dream Hunter | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 162): Headhunter0 / 4 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 163): Rush Hour (194)Turns left: 153 You completed the challenge and received: Random Artifact: Blazerend (2 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 164): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 165): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Salubressra the dreaming horror'. Infinite Dungeon Challenge (Level 166): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 167): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 170): Rush Hour (134)Turns left: 57 You completed the challenge and received: Random Artifact: Skyusher (20-24 power, 4 apr, lightning element) | done |
Proceed directly to the next Infinite Dungeon level in less than 362 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 171): Rush Hour (362)Turns left: 256 You completed the challenge and received: Random Artifact: Destala's Scales (10 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 172): Exterminator | active |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 173): Headhunter0 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 174): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 176): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 177): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 178): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 179): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 180): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 181): Exterminator | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 182): Headhunter0 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 183): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 184): ExterminatorYou completed the challenge and received: Random Artifact: Curespire (0 def, 5 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 185): Rush Hour (245)Turns left: 185 You completed the challenge and received: Random Artifact: Bill's Tree Trunk (30-51 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 188): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 189): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 190): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 191): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 192): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 193): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 434 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 194): Rush Hour (434)Turns left: 244 You completed the challenge and received: Random Artifact: Mirebore (20/20, 17-20.4 power, 11 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 80 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 196): Rush Hour (80)Turns left: 72 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 197): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 198): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 199): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 170 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (170)Turns left: 53 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 200): Exterminator | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 201): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Prodigy Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 202): Near SightedYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 203): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 205): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 206): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 452 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 207): Rush Hour (452)Turns left: 395 You completed the challenge and received: Random Artifact: Starspitter (3 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 428 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 208): Rush Hour (428)Turns left: 334 You completed the challenge and received: Random Artifact: Malslek the Accursed's Hat (2 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 83 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (83)Turns left: 68 You completed the challenge and received: Random Artifact: Beroblek | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 210): ExterminatorYou completed the challenge and received: Random Artifact: Blindwinter (20-24 power, 4 apr, arcane element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 211): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 212): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 213): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 335 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 215): Rush Hour (335)Turns left: 287 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 216): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 217): Rush Hour (254)Turns left: 174 You completed the challenge and received: Random Artifact: The Black Crown (0 def, 15 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (161)Turns left: 76 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 220): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 125 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 221): Rush Hour (125)Turns left: 108 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 225): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 380 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 226): Rush Hour (380)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 143 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 228): Rush Hour (143)Turns left: 118 You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Islomille the dreaming horror'. Infinite Dungeon Challenge (Level 229): Dream Hunter | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 230): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 38 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 231): Rush Hour (38)Turns left: 27 You completed the challenge and received: Random Artifact: Nightsong | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 233): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 234): Near SightedYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 24): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 50 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 26): Rush Hour (50)Turns left: 42 You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 27): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 35): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 37): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Treepower (12 def, 7 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 39): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 40): Near SightedYou completed the challenge and received: Random Artifact: Starbile (25-30 power, 5 apr, darkness element) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 43): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 46): Mirror MatchYou completed the challenge and received: Random Artifact: Planar Beacon | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): PacifistYou completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 51): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 52): Rush Hour (95)Turns left: 80 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: Random Artifact: Prismdash | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 57): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 58): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 60): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 61): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: Random Artifact: Skywilter (10 def, 5 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 66): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 67): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 68): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Hurychak (19/19, 13-18.2 power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 70): ExterminatorYou completed the challenge and received: Random Artifact: Gravitational Staff (30-36 power, 8 apr, physical element) | done |
Wake up and kill the dreaming horror boss 'Isinn the dreaming horror'. Infinite Dungeon Challenge (Level 71): Dream HunterYou completed the challenge and received: Random Artifact: Unlightsweeper (30-36 power, 6 apr, fire element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 72): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 74): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 75): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 83): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 84): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 89): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 92): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 94): Mirror Match | failed |
Wake up and kill the dreaming horror boss 'Layyna the dreaming horror'. Infinite Dungeon Challenge (Level 95): Dream Hunter | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 96): Near SightedYou completed the challenge and received: Random Artifact: Steel Helm of Garkul (0 def, 6 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 99): Mirror Match | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
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? | failed |
Equipment
| On feet | Telos's Staff Crystal feet (0 def, 5 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: +5 Fatigue: +4% Changes stats: +5 Str / +14 Dex / +11 Mag / +8 Wil / +14 Cun / +14 Con Changes resistances: +30% mind / +9% cold Physical save: +25 (+5 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +30% Fear immunity: +30% Life regen: +11.00 Light radius: +2 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 168% 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. |
| Light source | brass lantern 'Flowerrend'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 nature / 8 darkness Changes stats: +6 Str / +8 Wil Changes resistances: +12% light / +15% mind / +8% arcane Changes damage: +24% arcane Blindness immunity: +25% Confusion immunity: +14% Only die when reaching: -122.40 life Maximum life: +80.00 Light radius: +7 See stealth: +9 See invisible: +36 Healing mod.: +25% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. 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. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+6 eff.) This jeweled crown shimmers with colors. |
| On hands | bloodstone hands (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 Critical mult.: +50.00% Stun/Freeze immunity: +60% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
| Tool | iron torque of gale force 'Chamemnir' [power 115] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 14 arcane Changes resistances: +7% physical Changes resistances penetration: +40% mind Critical mult.: +38.68% Mental save: +24 (+5 eff.) Hate when firing a critical mind attack: +7.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Mental crit. chance: +8% Light radius: +6 Infravision radius: +5 Defense after a teleport: +29 Resist all after a teleport: +29% New effects duration reduction after a teleport: +29% It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 329 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Prothotipe's Prismatic Eye ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 37% chance to slow global speed by 48% * 37% chance to reduce all saves and defense by 22 Changes stats: +5 Con / +5 Mag Changes resistances: +9% cold / +30% light / +21% nature Changes resistances penetration: +40% lightning / +46% cold / +30% light Changes damage: +10% lightning / +27% light / +10% fire / +10% cold / +27% nature / +24% mind Talent mastery: +0.20 Golem / Arcane Mental save: +13 (+3 eff.) Confusion immunity: +44% Light radius: +6 Talent on hit(spell): Eye Beam (10% chance level 2). Rings can have magical properties. |
| On fingers | Woerupture the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Str / +9 Dex / +21 Con Changes resistances penetration: +45% darkness / +25% lightning Changes damage: +30% darkness / +27% mind Critical mult.: +30.00% Physical save: +10 (+2 eff.) Mental save: +18 (+4 eff.) Equilibrium when hit: +0.36 Maximum psi: +97.99 Mindpower: +59 (+19 eff.) Rings can have magical properties. |
| Around neck | Petrified Wood amuletPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% light / +10% cold / +20% darkness / +25% nature Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Reduces incoming crit damage: 23.00% Spellpower: +8 (+1 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 37 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. |
| In main hand | Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 33 * Blasts creatures in a radius 1 shockwave around your target for 734.27 to 2202.81 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 1959.96 to 3919.91 physical damage (based on Strength) to each Activation costs 50 power out of 1/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| Around waist | Glowing Core beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +55 (+9 eff.) Armour penetration: +15 Defense: +21 (+4 eff.) Damage when hit (Melee): 16 physical Changes stats: +8 Con Changes resistances: +18% acid / +50% fire / +50% light Changes resistances penetration: +30% light Changes damage: +45% physical Damage affinity(heal): +20% light / +20% fire Stealth bonus: +15 Blindness immunity: +100% Confusion immunity: +36% Stun/Freeze immunity: +36% Light radius: +9 See invisible: +20 A belt that goes around your waist. |
| In off hand | Betuldana the Toxinmire (0 def, 10 armour, 81.5-97.8 power, 204 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.5 - 97.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * 43% chance to slow global speed by 48% * 10% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +24 nature When wielded/worn: Physical crit. chance: +18.0% Physical power: +13 (+2 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 22 Damage when hit (Melee): 4 temporal Changes resistances: +13% acid / +55% fire / +9% lightning / +13% cold Changes resistances penetration: +15% nature / +10% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Goedalath Rock cloak (28 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +28 (+6 eff.) Damage when hit (Melee): 8 nature / 34 darkness Changes stats: +4 Con Changes resistances: +12% cold Changes resistances penetration: +30% arcane / +15% physical Changes damage: +30% arcane / +9% all Grants telepathy: Demon/Major Demon/Minor Critical mult.: +54.00% Physical save: +12 (+3 eff.) Maximum mana: +200.00 Maximum stamina: +10.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +12% Infravision radius: +3 See invisible: +14 Healing mod.: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Petrified Wood massive (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +2 Str / +2 Dex / +2 Mag / +8 Wil / +6 Cun / +30 Con Changes resistances: +15% acid / +15% light / +25% nature / +20% blight / +10% cold / +25% mind / +30% darkness Talent mastery: +0.20 Cursed / Gloom Reduces incoming crit damage: 23.00% Physical save: +15 (+3 eff.) Mental save: +25 (+5 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 10 Armour, 15 Defense and your attacks will gain 38% 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. This item has been sent to the Item's Vault. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 51; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 540; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 540 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 520; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 51%; mental, physical; dur 2; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 51% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 57%; mental, magical; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 57% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, nature, cold, mind, arcane)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 nature, 3 cold, 3 mind, 3 arcane 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. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold)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: 19 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: 5 lightning, 2 physical, 5 darkness, 4 blight, 4 cold 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. |
Prismatic Rune (6 turns; temporal, darkness, physical, mind, arcane, light)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: 19 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: 5 temporal, 3 darkness, 2 physical, 5 mind, 3 arcane, 3 light 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. |
blink rune of the titan (range 9; phase 30; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1698% over 10 turns; mana 85; cd 14)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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1698% for 10 turns (277 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 267; cd 22)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: 23 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 267 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 732; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 732 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BregynarilegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +6% arcane / +15% temporal Mental save: +21 (+4 eff.) Disease immunity: +23% Confusion immunity: +23% Pinning immunity: +44% Knockback immunity: +50% Teleport immunity: +23% Only die when reaching: -60.00 life Healing mod.: +23% Amulets can have magical properties. |
BrenidasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +7 Dex / +10 Wil Changes damage: +30% arcane Physical save: +18 (+4 eff.) Spell save: +18 (+6 eff.) Pinning immunity: +35% Knockback immunity: +35% Teleport immunity: +35% Maximum psi: +60.00 Spellpower: +25 (+4 eff.) Mindpower: +25 (+9 eff.) Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% Amulets can have magical properties. |
Chillspitter the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes resistances: +15% blight / +45% cold Changes resistances penetration: +30% blight / +25% cold Changes damage: +21% blight / +15% cold / +15% darkness / +9% physical Critical mult.: +34.06% Mental save: +18 (+4 eff.) Mental crit. chance: +13% Combat speed: +10% Amulets can have magical properties. |
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 (+1 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Freezeire the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Damage when hit (Melee): 12 arcane Changes resistances: +7% arcane / +21% darkness Changes resistances cap: +6% all Changes resistances penetration: +34% cold / +25% arcane / +15% darkness Changes damage: +12% temporal / +27% nature / +9% cold Physical save: +24 (+5 eff.) Amulets can have magical properties. |
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 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 916.53 physical damage in a radius 7 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. |
Growbender the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 48% Damage when hit (Melee): 4 blight Changes stats: +10 Wil Changes resistances: +6% nature Changes resistances penetration: +25% blight / +15% acid Changes damage: +15% blight Talent masteries: +0.40 Psionic / Dreaming +0.40 Steamtech / Magnetism Critical mult.: +15.00% Physical save: +23 (+5 eff.) Spell save: +25 (+8 eff.) Mental save: +22 (+4 eff.) Hate when firing a critical mind attack: +4.00 Amulets can have magical properties. |
Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 2145.67 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Critical mult.: +14.00% Amulets can have magical properties. |
grounding steel amulet of mastery (0.12 Technique / Grappling)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.12 Technique / Grappling Stun/Freeze immunity: +24% Amulets can have magical properties. |
vitalizing stralite amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag / +4 Con Physical save: +9 (+2 eff.) Life regen: +4.00 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +30.00 Maximum mana: +50.00 Amulets can have magical properties. |
voratun amulet 'Anydor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Cun / +7 Mag Changes damage: +8% acid / +11% temporal / +8% light / +8% lightning / +8% cold / +8% fire / +7% physical / +8% darkness Critical mult.: +15.00% Physical save: +25 (+5 eff.) Spell save: +25 (+8 eff.) Mental save: +23 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+2 eff.) Spell crit. chance: +16% Infravision radius: +2 Amulets can have magical properties. |
voratun amulet 'Shinegore'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 18% * 15% chance to blind Changes stats: +10 Dex / +10 Wil / +10 Cun / +10 Con Changes resistances: +9% light / +3% fire Changes resistances penetration: +5% light Changes damage: +15% darkness / +3% mind / +14% light Mental save: +15 (+3 eff.) Confusion immunity: +20% Life regen: +4.00 Stamina each turn: +1.20 Mindpower: +15 (+6 eff.) Mental crit. chance: +1% Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
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. |
Emeda the ScorpionravenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Changes stats: +13 Str / +9 Dex Changes resistances: +30% cold Changes resistances penetration: +35% nature Changes damage: +15% nature / +18% physical Life regen: +5.60 Only die when reaching: -112.03 life Maximum stamina: +42.01 Rings can have magical properties. |
FirespawnerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Defense: +35 (+7 eff.) Changes resistances: +23% mind / +36% fire Changes resistances penetration: +39% blight / +30% fire Changes damage: +21% blight / +18% fire Disease immunity: +31% Knockback immunity: +31% Only die when reaching: -123.96 life Healing mod.: +31% Rings can have magical properties. |
IsluwynCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Mag / +5 Cun Changes resistances penetration: +25% blight Stun/Freeze immunity: +20% Life regen: +4.00 Mana when firing critical spell: +2.00 See invisible: +24 Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 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. |
Prothotipe's Prismatic Eye ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +5 Mag / +4 Wil / +5 Con Changes resistances: +12% darkness Changes resistances penetration: +30% darkness / +15% fire Changes damage: +10% lightning / +10% fire / +18% mind / +10% cold Talent mastery: +0.20 Golem / Arcane Critical mult.: +23.84% Spellpower: +14 (+3 eff.) Mindpower: +36 (+12 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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. |
Urthoyahad the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +10 Changes stats: +8 Dex Critical mult.: +20.00% Disarm immunity: +43% Pinning immunity: +47% Knockback immunity: +43% Only die when reaching: -60.00 life Maximum life: +37.00 Maximum stamina: +30.00 Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 357.33 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 44% Changes resistances: +36% acid / +12% light Changes resistances penetration: +10% acid / +10% cold Changes damage: +36% acid / +3% cold Mental save: +13 (+3 eff.) Confusion immunity: +42% Life regen: +15.00 Maximum life: +88.00 Healing mod.: +16% 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? |
Windborne Azurite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 21% chance to slow global speed by 48% Damage when hit (Melee): 6 light Changes stats: +17 Cun / +8 Dex Changes resistances: +18% light / +3% nature Changes resistances penetration: +5% light Changes damage: +20% lightning / +12% nature / +6% light Damage affinity(heal): +20% lightning Blindness immunity: +38% Life regen: +14.00 Maximum life: +81.00 Light radius: +1 Infravision radius: +5 See stealth: +17 See invisible: +21 Movement speed: +15% Healing mod.: +18% Chance to avoid any damage: +8% Rings can have magical properties. |
conjurer's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 10 light Changes stats: +5 Wil / +7 Mag Changes damage: +11% light Spellpower: +7 (+1 eff.) Rings can have magical properties. |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +8 Str / +7 Con Life regen: +7.00 Maximum life: +81.00 Healing mod.: +15% Rings can have magical properties. |
psionicist's steel ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +8 (+2 eff.) Rings can have magical properties. |
savage's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Changes stats: +5 Con Spell save: +14 (+5 eff.) Maximum stamina: +15.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring 'Gleamtide'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +6% light / +3% cold Changes resistances penetration: +5% light Changes damage: +3% mind / +12% light Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +24.00 Rings can have magical properties. |
stralite ring 'Arcmalice'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 lightning Changes stats: +3 Str Changes resistances: +18% nature / +6% lightning Changes resistances penetration: +10% lightning / +10% nature / +25% acid Changes damage: +6% lightning Rings can have magical properties. |
stralite ring 'Puswilter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +10 Physical crit. chance: +15.5% Physical power: +35 (+6 eff.) Effects on melee hit: * 39% chance to slow global speed by 48% Changes resistances: +15% temporal / +29% mind / +24% light Changes resistances penetration: +25% nature Critical mult.: +38.68% Blindness immunity: +39% Poison immunity: +39% Disease immunity: +39% Stun/Freeze immunity: +44% Life regen: +8.00 Maximum stamina: +50.00 Rings can have magical properties. |
voratun ring 'Cloudraider'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +16 Armour: +4 Defense: +37 (+7 eff.) Changes stats: +10 Cun / +6 Con Changes resistances: +3% lightning / +6% fire / +15% mind Changes damage: +6% temporal Spell save: +19 (+7 eff.) Disease immunity: +20% Maximum stamina: +40.00 Healing mod.: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Glintrend'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Physical crit. chance: +2.0% Physical power: +25 (+4 eff.) Changes stats: +4 Str / +12 Dex / +7 Mag / +8 Wil / +10 Cun Changes resistances: +28% acid / +2% physical / +27% fire / +30% cold / +30% lightning Changes damage: +6% cold Spellpower: +15 (+3 eff.) Light radius: +4 Rings can have magical properties. |
voratun ring 'Kilnhash'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +16 Defense: +16 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Damage (Melee): 31 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 22 Damage (Ranged): 35 physical Damage when hit (Melee): 10 fire Changes stats: +10 Cun Changes resistances: +38% lightning / +10% arcane / +9% nature Changes damage: +19% lightning / +6% fire / +9% light Reduces incoming crit damage: 10.00% Spell save: +27 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Maximum vim: +60.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +23% Life regen: +3.00 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 469.33 fire damage, and flames will be left dealing a further 110.14 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Urthanarilantir (58-87 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Damage Shield penetration (this weapon only): +33% Damage (radius 2) on crit: +63 lightning / +63 cold / +38 nature / +52 acid When wielded/worn: Armour penetration: +38 Physical crit. chance: +20.0% Armour: +4 Changes resistances: +3% physical Changes resistances penetration: +30% lightning / +34% cold / +33% nature / +35% acid Critical mult.: +51.00% Stamina each turn: +2.00 Movement speed: +70% Massive two-handed battleaxes. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
voratun dagger 'Beechik' (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight Damage (radius 2) on crit: +37 acid / +41 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Armour: +14 Defense: +20 (+4 eff.) Changes resistances: +6% cold Changes resistances penetration: +25% acid / +25% nature / +10% blight Critical mult.: +15.00% Mental save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Maximum vim: +40.00 Spell crit. chance: +6% Sharp, short and deadly. |
voratun dagger 'Gloriwyn' (54.5-70.85 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 54.5 - 70.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to reduce armor by 44% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage against: +30% Unnatural When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 44% Changes resistances: +9% lightning / +6% arcane / +3% acid Mental save: +3 (+1 eff.) Healing mod.: +24% Sharp, short and deadly. |
voratun dagger 'Quenchwoe' (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to slow global speed by 48% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 cold Damage (radius 2) on crit: +61 acid / +45 nature When wielded/worn: Armour penetration: +14 Changes stats: +15 Str / +13 Dex / +16 Mag / +11 Wil / +13 Cun / +18 Con Changes resistances: +18% blight Changes resistances penetration: +19% acid / +23% nature Changes damage: +6% cold Sharp, short and deadly. |
Dagisin the Festerpiety (68-102 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +19 Physical crit. chance: +40.0% Physical power: +21 (+3 eff.) Defense: +21 (+4 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +3% physical Changes resistances penetration: +15% nature Changes damage: +9% nature Critical mult.: +35.00% Reduces incoming crit damage: 15.00% Disarm immunity: +70% Massive two-handed mauls. |
Huremas the voratun greatmaul (67-100.5 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: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +35 (+6 eff.) Physical crit. chance: +21.0% Changes stats: +32 Str / +19 Dex / +17 Mag / +19 Wil / +20 Cun / +16 Con Changes resistances: +6% acid Changes damage: +19% physical Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Blindness immunity: +10% Poison immunity: +30% Mindpower: +15 (+6 eff.) Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level.quick voratun greatmaul of ruin (67-100.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Changes stats: +9 Dex Critical mult.: +49.00% Combat speed: +10% Massive two-handed mauls. |
voratun greatmaul 'Glintwill' (68-102 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 physical Damage (radius 2) on crit: +126 fire Damage against: +42% Unnatural When wielded/worn: Physical crit. chance: +20.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +20 (+4 eff.) Changes stats: +4 Cun Changes resistances penetration: +35% fire Changes damage: +12% light Critical mult.: +35.00% Global speed: +10% Massive two-handed mauls. |
Anadan the voratun greatsword (88.5-141.6 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: 88.5 - 141.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Changes resistances: +15% lightning / +3% cold / +5% arcane / +9% mind Reduces incoming crit damage: 10.00% Massive two-handed swords. |
Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 135 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Poltergeist's Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes resistances penetration: +10% all Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
flaming iron greatsword of phasing (15.5-24.8 power, 8 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Damage (radius 1) on hit: +9 fire Massive two-handed swords. |
iron greatsword (13-20.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
voratun greatsword 'Scorchusher' (65-104 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +25 (+4 eff.) Defense: +55 (+10 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +9% temporal / +12% fire Changes resistances penetration: +20% darkness / +15% fire Massive two-handed swords. |
Glowwish the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +35 lightning Damage (radius 2) on crit: +20 light When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Ammo reloads per turn: +8 Changes stats: +3 Wil / +13 Mag Changes resistances: +6% lightning / +9% fire / +6% mind / +6% darkness Changes resistances penetration: +15% temporal / +41% physical Changes damage: +24% lightning / +15% temporal / +23% physical Talent mastery: +0.30 Chronomancy / Bow Threading Physical save: +12 (+3 eff.) Teleport immunity: +30% Life regen: +4.00 See invisible: +6 Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 715.69 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+4 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." This item has been sent to the Item's Vault. |
Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
voratun longsword 'Ce'Netta' (57.5-80.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Changes stats: +13 Con / +15 Wil Changes resistances: +3% physical Changes resistances penetration: +15% mind Changes damage: +3% blight Critical mult.: +40.00% Hate when firing a critical mind attack: +5.00 Maximum life: +67.00 Maximum stamina: +30.00 Sharp, long, and deadly. |
Rotminister the voratun mace (43-60.2 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Effects on melee hit: * 39% chance to reduce strength, dexterity, and constitution by 33 * 39% chance to reduce armor by 44% Damage when hit (Melee): 12 blight Changes resistances: +39% light / +30% blight Changes resistances penetration: +48% acid / +15% physical / +35% light / +35% blight / +48% nature Changes damage: +39% nature Blunt and deadly. |
Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+6 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 40.23 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+4 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 1028.63 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+4 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 909.93 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 151.28 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+5 eff.) Mindpower: +12 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 151.28 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Poltergeist's Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Mindpower: +18 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 40.23 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Seeds of the Black Tree (17-18.7 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+5 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Seeds of the Black Tree (17-18.7 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+5 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Thunderresolve (21.5-23.65 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: 21.5 - 23.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning Damage (radius 2) on crit: +20 light When wielded/worn: Changes stats: +2 Dex / +7 Wil / +3 Con Changes resistances: +6% lightning Changes resistances penetration: +10% acid / +10% physical / +15% darkness / +10% fire / +15% mind / +9% cold Changes damage: +15% acid / +15% physical / +25% darkness / +15% fire / +25% mind / +14% cold Talent granted: +1 Attune Mindstar Spell save: +10 (+4 eff.) Maximum stamina: +30.00 Maximum hate: +10.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +45 Max wilder summons: +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. |
living mindstar 'Scabwilter' (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +12 fire When wielded/worn: Effects on melee hit: * 26 arcane resource burn * 10% chance to slow global speed by 48% Damage (Melee): 20 lightning Damage when hit (Melee): 8 nature Changes stats: +7 Str / +6 Dex / +7 Mag / +7 Wil / +7 Cun / +7 Con Changes resistances: +20% lightning / +6% fire / +21% darkness / +7% arcane Changes resistances penetration: +14% lightning / +12% darkness Changes damage: +41% lightning / +20% fire / +20% darkness / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Blindness immunity: +20% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ShiverbileRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +25 nature / +16 acid When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +13.0% Effects on ranged hit: * 39% chance to reduce armor by 44% Changes stats: +9 Con Changes resistances: +12% lightning / +6% cold Changes resistances penetration: +14% nature Changes damage: +6% cold Talent mastery: +0.20 Wild-gift / Fungus Mental save: +12 (+2 eff.) Disarm immunity: +30% Life regen: +6.00 It can be used to regenerate 186 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Silira the Gloomknight (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Physical power: +65 (+11 eff.) Damage when hit (Melee): 16 mind Changes stats: +9 Str Changes resistances: +33% mind Changes resistances penetration: +33% physical Changes damage: +24% physical / +30% darkness / +10% fire Talent granted: +1 Command Staff Critical mult.: +47.00% Physical save: +36 (+7 eff.) Mental save: +21 (+4 eff.) Maximum stamina: +65.32 Spellpower: +3 (+0 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Belirebeth (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes stats: +8 Str / +10 Dex / +21 Mag / +7 Cun Changes resistances: +27% lightning / +18% cold / +9% physical Changes resistances penetration: +30% blight Critical mult.: +15.00% Physical save: +27 (+6 eff.) Silence immunity: +44% Confusion immunity: +44% Light radius: +7 Infravision radius: +7 One-handed war axes. |
Phoenixsnake (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 22 Damage (Melee): +32 acid / +24 temporal / +28 light / +17 mind Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +20 acid When wielded/worn: Changes stats: +12 Cun / +5 Wil Changes resistances penetration: +40% fire Changes damage: +48% fire Mental save: +29 (+6 eff.) Psi when hit: +0.20 One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level.elemental stralite waraxe of massacre (45.5-63.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 123 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +25% acid Changes damage: +25% acid One-handed war axes. |
voratun waraxe 'Blindbrawn' (50.5-70.7 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 50.5 - 70.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 44% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 acid Damage (radius 1) on hit: +16 light / +16 acid When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +12% cold Changes resistances penetration: +15% cold Changes damage: +9% light Light radius: +5 One-handed war axes. |
Cloudraven the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +12 Dex / +10 Cun / +19 Lck Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +6% light / +6% darkness Trap disarming bonus: +38 Stealth bonus: +25 Mental save: +13 (+3 eff.) Spellpower: +9 (+1 eff.) Light radius: +2 Infravision radius: +12 A belt that goes around your waist. |
Coalraze the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +15 Wil / +20 Cun / +3 Con Changes resistances: +15% lightning / +27% temporal / +9% darkness / +9% acid Damage against: +45% Summoned Reduced damage from: +45% Summoned Physical save: +24 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+4 eff.) Silence immunity: +36% Infravision radius: +4 Healing mod.: +15% A belt that goes around your waist. |
Dagileg the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +6% darkness Spell save: +5 (+2 eff.) Disarm immunity: +10% Size category: +1 A belt that goes around your waist. |
DarkpainPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +3 Dex / +2 Con Changes resistances penetration: +25% darkness Changes damage: +6% fire Critical mult.: +15.00% Physical save: +15 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Mindpower: +12 (+5 eff.) It can be used to create a temporary shield that absorbs 410 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
DrekathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 28% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 6 blight Changes stats: +13 Str / +13 Dex / +10 Wil / +14 Cun Changes resistances: +6% blight / +13% fire / +15% cold Physical save: +39 (+8 eff.) Spell save: +40 (+12 eff.) Mental save: +40 (+8 eff.) Poison immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +28% Only die when reaching: -60.00 life A belt that goes around your waist. |
Goedalath Rock beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes resistances: +12% blight Changes resistances penetration: +15% blight / +17% physical / +26% arcane Changes damage: +19% all / +22% physical Grants telepathy: Demon/Major Demon/Minor Physical save: +11 (+2 eff.) Maximum life: +84.00 Maximum mana: +69.00 Maximum stamina: +40.00 Maximum hate: +14.00 Maximum psi: +40.00 Maximum vim: +32.00 Maximum pos.energy: +36.00 Maximum neg.energy: +32.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
ThunderzealInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +11 Wil Changes resistances: +7% acid / +10% fire / +63% lightning / +9% cold Changes resistances penetration: +44% lightning / +44% cold / +44% light Critical mult.: +25.00% Mental save: +32 (+6 eff.) Maximum hate: +17.55 A belt that goes around your waist. |
Yvynn the SunparryInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 34% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 fire Changes stats: +18 Con / +15 Mag Changes resistances penetration: +43% mind Physical save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) Light radius: +5 Infravision radius: +5 A belt that goes around your waist. |
Yvyrin the CorpseraceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +16 Effects on melee hit: * 43% chance to gain 10% of a turn (3/turn limit) * 43% chance to slow global speed by 48% * 43% chance to reduce damage dealt by 18% Damage when hit (Melee): 16 darkness Changes resistances: +36% lightning / +11% physical / +33% nature Changes damage: +15% nature Critical mult.: +11.00% Mental save: +18 (+4 eff.) Silence immunity: +43% Confusion immunity: +43% A belt that goes around your waist. |
drakeskin leather belt 'Durudil'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 44% Damage when hit (Melee): 4 acid Changes stats: +7 Mag Changes resistances penetration: +15% arcane Changes damage: +6% acid / +18% arcane Critical mult.: +12.00% Mental save: +11 (+2 eff.) Mana each turn: +0.53 Maximum mana: +24.00 Spellpower: +9 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Darkpyre'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +10 Armour: +16 Effects on melee hit: * 34% chance to reduce damage dealt by 18% * 34% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +21% lightning / +21% acid Changes damage: +18% physical Critical mult.: +30.00% Physical save: +12 (+3 eff.) Mental save: +22 (+4 eff.) Spellpower: +4 (+0 eff.) Mindpower: +25 (+9 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
rough leather belt 'Glintfiend'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +11 Dex / +10 Mag / +6 Cun Critical mult.: +38.68% Physical save: +7 (+2 eff.) Mana each turn: +1.08 Mana when firing critical spell: +3.87 Spellpower on spell critical (stacks up to 3 times): +19 Spellpower: +50 (+9 eff.) Mindpower: +3 (+1 eff.) Light radius: +6 Infravision radius: +6 Damage Shield penetration: +58% A belt that goes around your waist. |
rough leather belt 'Xerolralema'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +9% acid / +1% physical / +9% mind / +6% darkness Physical save: +9 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -20.00 life Size category: +1 A belt that goes around your waist. |
rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
Blazepride (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +12 Str / +6 Dex / +9 Mag / +3 Wil / +5 Cun / +4 Con Changes resistances: +3% blight Changes damage: +6% light / +15% blight Talent mastery: +0.40 Technique / Combat training Reduces incoming crit damage: 15.00% Physical save: +15 (+3 eff.) Spell save: -30 (-10 eff.) Stamina each turn: +1.20 Mana each turn: -0.60 See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Elyrerin the Wintertrencher (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 44% Changes stats: +6 Str / +6 Con Changes resistances: +18% lightning / +9% temporal / +25% darkness / +3% fire / +12% light / +6% cold Changes resistances penetration: +20% darkness / +15% acid Changes damage: +15% acid / +3% cold / +21% darkness Stealth bonus: +20 Physical save: +30 (+6 eff.) Maximum life: +108.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremakalthoyon the elven-silk cloak (3 def, 0 armour)Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +12 Physical power: +20 (+3 eff.) Defense: +3 (+1 eff.) Changes stats: +4 Str / +7 Dex / +6 Cun / +4 Con Changes resistances: +22% darkness Changes resistances penetration: +17% darkness Changes damage: +22% darkness Stealth bonus: +24 Only die when reaching: -20.00 life Maximum life: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 202.37 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 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 829.44 cold damage and condensing the air into freezing vapors that deal 276.48 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. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 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 829.44 cold damage and condensing the air into freezing vapors that deal 276.48 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. |
Jetborn (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 44% Changes stats: +3 Str / +2 Dex / +1 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +3% darkness Changes damage: +9% acid / +3% darkness Spell save: +9 (+3 eff.) Maximum mana: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poroda the Deepsquick (28 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +10 Physical crit. chance: +2.0% Armour: +4 Defense: +28 (+6 eff.) Damage when hit (Melee): 6 acid Changes stats: +6 Dex / +10 Mag / +8 Wil / +6 Cun Changes resistances penetration: +20% acid / +10% cold / +15% darkness Changes damage: +12% acid Critical mult.: +10.00% Only die when reaching: -120.00 life Spell 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. |
Pyrenaught the elven-silk cloak (3 def, 12 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 37% chance to reduce all saves and defense by 22 Damage when hit (Melee): 16 fire Changes stats: +11 Str / +12 Dex / +9 Con Changes resistances: +10% acid / +52% fire / +10% lightning / +10% cold Changes resistances penetration: +45% physical Changes damage: +24% physical / +18% light / +45% mind Physical save: +18 (+4 eff.) Only die when reaching: -120.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+4 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Salynor (2 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +41 (+7 eff.) Armour penetration: +3 Armour: +12 Defense: +2 (+0 eff.) Fatigue: -12% Changes resistances: +9% acid / +15% cold Changes resistances penetration: +15% physical Physical save: +6 (+1 eff.) Maximum life: +125.00 Maximum stamina: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
elven-silk cloak 'Smeardeath' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +4.0% Physical power: +20 (+3 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to slow global speed by 48% Changes stats: +12 Mag / +4 Wil Changes resistances: +24% lightning Changes resistances penetration: +15% nature / +30% physical Only die when reaching: -100.00 life Infravision radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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 of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -8% Changes resistances: +18% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +15 Maximum life: +71.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the hunter (2 def, 0 armour)Requires: - Level 15 Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+3 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +17% darkness Changes resistances penetration: +11% darkness Changes damage: +13% darkness Stealth bonus: +16 Maximum life: +82.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Galentir the elven-silk robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 34% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +12 Mag / +14 Wil Changes resistances: +6% blight / +15% all Changes resistances penetration: +20% blight / +19% physical / +20% darkness / +10% temporal Changes damage: +30% physical / +42% temporal / +30% arcane / +28% darkness Critical mult.: +15.00% Mana each turn: +0.27 Psi each turn: +0.40 Equilibrium when hit: +0.24 Maximum mana: +93.00 Maximum hate: +18.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Mindpower: +19 (+7 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level.slimy woollen robe of frost (+24%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 48% * 6 arcane resource burn Changes resistances: +9% all / +24% cold Changes damage: +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.tormentor's silk robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Cun Changes resistances: +13% all Critical mult.: +18.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 335 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. This item has been sent to the Item's Vault. |
Chargewoe (77 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +77 (+14 eff.) Changes stats: +6 Str / +15 Dex / +6 Cun Changes resistances: +18% lightning / +28% temporal / +18% darkness / +15% blight / +9% arcane Changes resistances penetration: +30% lightning Changes damage: +30% fire Cut immunity: +37% Knockback immunity: +37% Teleport immunity: +37% Healing mod.: +30% A pair of boots made of leather. |
Charwoe the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +3 (+0 eff.) Armour: +10 Fatigue: +3% Changes stats: +4 Cun / +3 Wil Changes resistances: +3% lightning / +9% fire Physical save: +18 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +9 (+2 eff.) Life regen: +4.00 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Goredunaregorek (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +4 Str / +6 Mag / +8 Wil / +2 Cun / +4 Con Changes damage: +18% mind Mana each turn: +0.43 Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Maximum mana: +60.00 Spell crit. chance: +5% Mindpower: +20 (+8 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 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. |
Isymibeth the Offalbrand (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +26 (+4 eff.) Armour: +5 Changes stats: +2 Str / +2 Mag / +4 Con Changes resistances: +12% nature Changes resistances penetration: +10% blight Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +61 (+11 eff.) Mindpower: +34 (+12 eff.) Infravision radius: +5 See invisible: +6 It can be used to activate talent Rush, 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: 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. A pair of boots made of leather. |
Ragyyon the Fireblood (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +9 Wil / +6 Con Changes resistances: +12% blight / +28% temporal / +22% darkness / +18% fire Changes resistances penetration: +20% temporal / +20% darkness / +10% physical Changes damage: +15% temporal Mindpower: +8 (+3 eff.) Defense after a teleport: +50 Resist all after a teleport: +40% New effects duration reduction after a teleport: +50% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 26.77 blight damage and is poisoned for 107.10 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Shadeparry (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 18% Damage when hit (Melee): 8 temporal Changes stats: +4 Str / +4 Con Changes resistances: +66% darkness / +69% temporal Changes resistances penetration: +57% temporal / +40% darkness / +20% fire Changes damage: +3% fire Defense after a teleport: +59 Resist all after a teleport: +40% New effects duration reduction after a teleport: +53% It can be used to activate talent Rush, 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: 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. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +0% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+4 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 420.40 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+4 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 3.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 420.40 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Yvath the pair of drakeskin leather boots (21 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+4 eff.) Fatigue: -10% Changes stats: +4 Str / +18 Dex / +4 Mag Changes resistances penetration: +5% blight Stamina each turn: +2.20 Maximum life: +51.00 Maximum stamina: +40.00 Light radius: +1 Infravision radius: +2 Movement speed: +10% A pair of boots made of leather. |
pair of drakeskin leather boots 'Sleetwilder' (0 def, 31 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +31 Effects on melee hit: * 30% chance to slow global speed by 48% Changes resistances: +12% acid / +13% fire / +21% lightning / +33% cold Changes damage: +3% cold Stun/Freeze immunity: +35% Life regen: +6.95 Only die when reaching: -40.00 life Maximum life: +40.00 Infravision radius: +3 A pair of boots made of leather. |
pair of iron boots 'Silada' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Fatigue: +2% Changes resistances penetration: +10% physical Stun/Freeze immunity: +20% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 18% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 194.37 fire damage and 181.96 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 18% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 194.37 fire damage and 181.96 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Will of Ul'Gruth (0 def, 15 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: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. This item has been sent to the Item's Vault. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bethigakira the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Dex / +20 Wil Changes resistances: +28% blight / +4% physical / +3% acid Changes damage: +6% arcane Physical save: +6 (+1 eff.) Mental save: +43 (+8 eff.) Maximum life: +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cleanserip (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +1 Mag / +7 Wil Changes resistances: +9% blight Changes resistances penetration: +20% blight Changes damage: +9% nature / +12% arcane Mental save: +23 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Corrupted Gaze (4 def, 8 armour)Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+6 eff.) This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight / 8 fire Changes stats: +5 Mag / +8 Wil / +3 Cun Changes resistances: +18% fire Changes damage: +15% blight / +7% arcane Maximum vim: +25.00 Spell crit. chance: +1% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18% and all saves by 30, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 288.62 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 288.62 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 288.62 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
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 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Eclipsespike (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Wil Changes resistances: +24% acid / +18% light / +24% darkness Changes resistances penetration: +30% acid Changes damage: +24% blight / +24% arcane / +18% darkness / +27% acid Spell save: +24 (+8 eff.) Mental save: +15 (+3 eff.) Vim when firing critical spell: +3.88 Spellpower on spell critical (stacks up to 3 times): +19 Maximum mana: +120.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Light radius: +2 Damage Shield penetration: +58% A cap made of leather. |
Flashwreck (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Wil Changes resistances: +30% light / +15% lightning Changes resistances penetration: +40% lightning / +46% fire / +46% light Changes damage: +56% lightning / +33% fire / +39% arcane Physical save: +15 (+3 eff.) Light radius: +6 A pointy cloth hat, very wizardly... |
Glintbrace the drakeskin leather cap (20 def, 21 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +36 (+6 eff.) Armour: +21 Defense: +20 (+4 eff.) Fatigue: +5% Changes stats: +5 Con Changes resistances: +13% lightning / +13% temporal / +18% mind Changes damage: +12% physical Critical mult.: +23.84% Light radius: +4 A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+6 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Olaroddandil the Dimpanic (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 32% chance to reduce strength, dexterity, and constitution by 33 Changes stats: +10 Str / +10 Cun / +9 Con Changes resistances: +39% acid / +24% fire / +8% arcane / +18% mind Changes resistances penetration: +39% darkness Changes damage: +15% blight Reduces incoming crit damage: 23.63% Mental save: +13 (+3 eff.) Healing mod.: +25% A pointy cloth hat, very wizardly... |
Prothotipe's Prismatic Eye head (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes stats: +5 Con / +5 Mag Changes resistances: +20% fire Changes damage: +10% lightning / +10% physical / +10% darkness / +10% fire / +10% cold Talent masteries: +0.20 Cursed / Punishments +0.20 Golem / Arcane Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+6 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(spell): Eye Beam (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
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. |
Starspitter (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane / 6 cold Changes resistances: +8% lightning / +8% temporal / +35% darkness / +8% fire / +7% nature / +6% acid / +17% light / +8% blight / +16% cold / +20% mind / +10% arcane Changes resistances penetration: +20% mind / +10% arcane / +20% light Changes damage: +12% light / +50% mind / +3% cold / +12% arcane / +18% darkness Physical save: +14 (+3 eff.) Mental save: +19 (+4 eff.) Maximum psi: +34.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Light radius: +6 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." This item has been sent to the Item's Vault. |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Visage of Nektosh (4 def, 8 armour)Requires: - Heavy armour training - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. This item has been sent to the Item's Vault. |
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. |
cashmere wizard hat 'Ulestir' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Mag / +10 Wil Changes resistances: +16% blight / +1% physical Changes damage: +16% blight Confusion immunity: +20% Knockback immunity: +20% Spellpower: +8 (+1 eff.) A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Glintraven' (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: +23 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to reduce all saves and defense by 22 Changes stats: +12 Str / +14 Wil Changes resistances: +30% physical / +9% mind / +15% fire / +10% arcane / +15% cold Changes resistances penetration: +10% mind Changes damage: +12% cold / +15% light / +12% mind Physical save: +29 (+6 eff.) Light radius: +6 A cap made of leather. |
fire opal head (20 def, 5 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 crit. chance: +5.0% Armour: +5 Defense: +20 (+4 eff.) Fatigue: +5% Changes stats: +10 Str / +2 Dex Changes resistances: +6% cold Changes damage: +12% cold / +9% physical / +10% all Critical mult.: +5.00% Stamina when hit: +2.20 Equilibrium when hit: +1.40 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 368.5 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +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. |
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 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +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. |
Sileragann (38 def, 25 armour)Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +38 (+7 eff.) Fatigue: +12% Changes stats: +11 Cun Changes damage: +3% blight Mental save: +51 (+9 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +20.00 A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% fire A suit of armour made of mail. |
voratun mail armour 'Urtheredig' (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +6 Dex / +8 Wil / +11 Cun Changes resistances penetration: +10% blight Changes damage: +6% blight Mental save: +25 (+5 eff.) Life regen: +8.00 Maximum life: +137.00 See invisible: +12 Healing mod.: +20% A suit of armour made of mail. |
Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 32 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 200.16 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Hazespike (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour: +16 Fatigue: +22% Changes resistances: +12% fire / +9% physical / +12% cold Changes resistances penetration: +30% cold Changes damage: +18% physical Life regen: +9.00 Maximum life: +72.00 Healing mod.: +19% A suit of armour made of metal plates. |
Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+8 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+11 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+4 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
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 (+9 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. |
The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
The Black Plate (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. |
dwarven-steel plate armour 'Raventickler' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% temporal / +7% mind / +3% darkness Changes resistances penetration: +25% darkness / +10% temporal Changes damage: +3% darkness Mental save: +15 (+3 eff.) Life regen: +7.00 Maximum life: +73.00 Healing mod.: +29% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.hardened stralite plate armour of stability (0 def, 22 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Fatigue: +22% Changes resistances: +9% acid / +21% physical / +11% cold / +9% lightning / +12% fire Physical save: +22 (+5 eff.) A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Burncrypt (0 def, 21 armour, 64-76.8 power, 205 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +205 On weapon hit: * Deal physical damage equal to your armor (209) When wielded/worn: Armour: +21 Fatigue: +8% Effects on melee hit: * 14% chance to reduce all saves and defense by 22 Effects when hit in melee: * 32% chance to gain 10% of a turn (3/turn limit) * 33% chance to reduce all saves and defense by 22 Changes stats: +2 Wil / +3 Mag Changes resistances: +12% blight / +20% temporal / +6% fire Changes resistances penetration: +15% fire Talent granted: +1 Block Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Lunar Shield (0 def, 20 armour, 45-63 power, 250 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 104.52 to 130.65 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal / +0% physical Reduce damage by fixed amount: +20 all / +0 physical Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item's Vault. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Reduce damage by fixed amount: +0 physical Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." This item has been sent to the Item's Vault. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. This item has been sent to the Item's Vault. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+7 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Emuwyn the Boltpierce (24/24, 78-109.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 78.0 - 109.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 24 On weapon hit: * 26% chance to reduce damage dealt by 18% * 20% chance to knock the target back 3 spaces and deal 132 physical damage On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +58 lightning / +60 physical / +12 mind Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +29 lightning Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Cloudroar' (21/21, 77.5-108.5 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 77.5 - 108.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +42.0% Capacity: 21 On weapon hit: * 39% chance to slow global speed by 48% * 30 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +72 lightning / +20 light / +12 mind Damage (radius 2) on crit: +51 lightning Arrows are used with bows to pierce your foes to death. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1591 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. |
18 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
26 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aluhek (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +20 Damage when hit (Melee): 8 physical Changes stats: +12 Str / +6 Dex Changes resistances: +24% temporal / +39% nature / +45% fire Changes damage: +10% nature Reduces incoming crit damage: 29.55% Disarm immunity: +39% Stun/Freeze immunity: +39% Equilibrium when hit: +0.56 Maximum psi: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Burnspar (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +20 (+3 eff.) Changes stats: +3 Str / +6 Dex Changes resistances: +12% fire Changes damage: +9% fire Critical mult.: +17.00% Physical save: +8 (+2 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+3 eff.) Cut immunity: +20% Maximum life: +110.00 Maximum vim: +30.00 Movement speed: +10% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glowclash (dig speed 5 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +1 Cun / +3 Str Changes resistances: +9% light Changes resistances penetration: +25% light / +30% mind Changes damage: +21% mind / +15% fire Mental save: +15 (+3 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +39.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 35 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Shadesweeper' (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 44% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid / 6 arcane Changes stats: +13 Str / +10 Wil Changes resistances: +9% fire / +19% darkness / +6% temporal Changes resistances penetration: +10% darkness / +25% acid Changes damage: +6% darkness Critical mult.: +20.00% Mental crit. chance: +14% 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 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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 100/100. 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: "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. |
18 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DuathelwormCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Defense: +30 (+6 eff.) Changes stats: +9 Dex / +6 Mag / +3 Con Changes resistances: +9% darkness / +9% acid Changes resistances penetration: +9% all Confusion immunity: +26% Stun/Freeze immunity: +20% Maximum life: +80.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Glaciersteel the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +3 Con / +4 Wil Changes resistances: +3% cold Changes damage: +5% mind / +3% physical Critical mult.: +10.00% Light radius: +3 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. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 264.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 264.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
UmbraphageRequires: - Level 15 Infused 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 (+2 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 309.61 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. This item has been sent to the Item's Vault. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
dwarven lantern 'Chylathaneg'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% blight Physical save: +17 (+4 eff.) Blindness immunity: +47% Confusion immunity: +31% Knockback immunity: +20% Life regen: +10.00 Maximum mana: +40.00 Spell crit. chance: +2% Light radius: +10 See stealth: +19 See invisible: +22 Healing mod.: +18% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Mental save: +7 (+1 eff.) Spellpower: +5 (+1 eff.) Light radius: +6 See stealth: +9 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of the sunPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% darkness Changes resistances penetration: +15% all Changes damage: +15% light Damage affinity(heal): +5% light Light radius: +9 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 337.73 light damage. At talent level 3 you gain 37% 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. |
watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +9 (+3 eff.) Blindness immunity: +30% Confusion immunity: +14% Light radius: +9 See stealth: +11 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
6 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
7 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
6 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
16 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 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 1109.40 fire damage (based on Magic) Activation costs 50 power out of 75/75. 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 217% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
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. |
Glintkiller (21/21, 84-100.8 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 84.0 - 100.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 55% chance to reduce all saves and defense by 22 * 37 arcane resource burn * 10% chance to slow global speed by 48% On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 light / +33 mind Damage (radius 1) on hit: +16 mind / +16 light Damage (radius 2) on crit: +16 mind / +12 light Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
This item will automatically be transmogrified when you leave the level.barbed pouch of iron shots of grasping (18/18, 22-26.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 22.0 - 26.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +11.0% Capacity: 18 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
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. |
Mayenn [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Str Changes resistances: +1% physical Maximum stamina: +20.00 Mindpower: +20 (+8 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Neribeth the Shiverpain [power 370] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 44% Damage when hit (Melee): 8 cold Changes resistances: +6% arcane / +38% cold Changes damage: +12% fire / +15% arcane / +38% cold It can be used to blast the opponent's mind dealing 592 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 89. Torques are made by powerful psionics to store psionic powers. |
Pusburst [power 115] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 18 nature Changes stats: +19 Cun / +7 Wil Changes resistances: +33% fire Changes damage: +21% nature / +33% acid Critical mult.: +38.16% Maximum hate: +19.08 Mental crit. chance: +15% It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 329 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. |
evasive voratun torque of mindblast [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 760 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 36% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of mindblast [power 165] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of mindblast [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Bileknight [power 218] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +10 Dex / +6 Mag / +12 Con Changes resistances: +18% nature Changes resistances penetration: +54% arcane / +40% nature Changes damage: +42% arcane / +60% mind Reduces incoming crit damage: 32.66% It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cobrabrace the dragonbone totem of stinging [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +7 Cun Changes resistances: +26% nature Changes damage: +12% acid / +39% nature Physical save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Maximum stamina: +39.36 It can be used to sting an enemy dealing 762 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. |
ash totem of thorny skin 'Velobeth' [power 32] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +7.0% Physical power: +20 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +3 Str Changes resistances: +12% temporal Changes resistances penetration: +33% physical Changes damage: +39% physical Critical mult.: +26.24% Maximum stamina: +39.36 See invisible: +12 It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Brightdredge' [power 554] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 light Changes resistances: +6% nature / +12% light Physical save: +3 (+1 eff.) Cut immunity: +34% Pinning immunity: +30% Maximum vim: +20.00 Healing mod.: +15% 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: * Increase all damage penetration by 28% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Rimesnake' [power 90] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +21% cold Changes resistances penetration: +20% darkness Changes damage: +21% cold Light radius: +5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 58% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of healing [power 596] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 596 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 620] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 620 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dourobsidian the elven-wood wand of conjuration [power 370] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 17 darkness / 17 temporal Changes resistances: +24% fire Changes resistances penetration: +25% blight / +25% fire / +30% darkness Changes damage: +48% blight / +51% arcane / +15% darkness It can be used to fire a magical bolt dealing 403 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. |
Glorinn the Burnfame [power 212] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +21% acid / +27% fire / +7% arcane Changes resistances penetration: +20% fire Changes damage: +33% acid / +36% fire / +15% nature It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (305 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lelidorath [power 464] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Wil Mana each turn: +0.16 Vim when firing critical spell: +2.08 Maximum mana: +80.00 Spell crit. chance: +1% Damage Shield penetration: +31% It can be used to create a shield absorbing up to 464 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 104. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
13 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 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. |
12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 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. |
19 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Spergodominator the Ogre Adventurer level 25
15th Dusk 122nd year of Ascendancy at 01:19 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Spergodominator the Ogre Adventurer level 18
9th Flare 122nd year of Ascendancy at 07:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Spergodominator the Ogre Adventurer level 22
8th Dusk 122nd year of Ascendancy at 04:59 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 11
8th Mirth 122nd year of Ascendancy at 03:13 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 68
48th Haze 122nd year of Ascendancy at 14:51 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 91
6th Regrowth 123rd year of Ascendancy at 13:50 see stats
Infinite x20 (Nightmare (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 20
4th Dusk 122nd year of Ascendancy at 02:26 see stats
Infinite x200 (Nightmare (Adventure) difficulty)
Got to level 200 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 110
62nd Regrowth 123rd year of Ascendancy at 15:52 see stats
Infinite x30 (Nightmare (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 26
19th Dusk 122nd year of Ascendancy at 05:49 see stats
Infinite x40 (Nightmare (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 33
35th Dusk 122nd year of Ascendancy at 08:25 see stats
Infinite x50 (Nightmare (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 40
52nd Dusk 122nd year of Ascendancy at 08:31 see stats
Infinite x60 (Nightmare (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 46
67th Dusk 122nd year of Ascendancy at 02:11 see stats
Infinite x70 (Nightmare (Adventure) difficulty)
Got to level 70 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 50
79th Dusk 122nd year of Ascendancy at 13:52 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 55
13rd Haze 122nd year of Ascendancy at 09:10 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Spergodominator the Ogre Adventurer level 62
33rd Haze 122nd year of Ascendancy at 18:18 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Spergodominator the Ogre Adventurer level 10
5th Mirth 122nd year of Ascendancy at 22:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Spergodominator the Ogre Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 18:51 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Spergodominator the Ogre Adventurer level 30
24th Dusk 122nd year of Ascendancy at 18:12 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Spergodominator the Ogre Adventurer level 40
49th Dusk 122nd year of Ascendancy at 22:09 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Spergodominator the Ogre Adventurer level 50
77th Dusk 122nd year of Ascendancy at 16:08 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Spergodominator the Ogre Adventurer level 46
65th Dusk 122nd year of Ascendancy at 21:40 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Spergodominator the Ogre Adventurer level 92
8th Regrowth 123rd year of Ascendancy at 20:47 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Spergodominator the Ogre Adventurer level 25
17th Dusk 122nd year of Ascendancy at 17:51 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Spergodominator the Ogre Adventurer level 12
10th Mirth 122nd year of Ascendancy at 19:27 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Spergodominator the Ogre Adventurer level 33
35th Dusk 122nd year of Ascendancy at 15:33 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Spergodominator the Ogre Adventurer level 41
52nd Dusk 122nd year of Ascendancy at 23:24 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Spergodominator the Ogre Adventurer level 42
56th Dusk 122nd year of Ascendancy at 11:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Spergodominator the Ogre Adventurer level 17
8th Flare 122nd year of Ascendancy at 10:03 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Spergodominator the Ogre Adventurer level 94
14th Regrowth 123rd year of Ascendancy at 11:01 see stats
Log
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+19 hate)
Something damages Spergodominator through the Braid!
Shield of Light hits Spergodominator for 117 healing, 117 healing, 117 healing, 221 healing, 221 healing, 221 healing, 221 healing, 221 healing, 221 healing, 221 healing, 221 healing, 221 healing (0 total damage) [2342 healing].
Spergodominator receives 3372 healing.
Something hits Spergodominator for 13 braided , (13 turned into osmosis), 12 braided , (12 turned into osmosis), 2062 braided , (165 turned into osmosis), 1842 braided , (165 turned into osmosis), 344 braided , (165 turned into osmosis), 307 braided , (165 turned into osmosis), 2062 braided , 545 braided , (165 turned into osmosis), 1842 braided , (165 turned into osmosis), 344 braided , (165 turned into osmosis), 307 braided , (165 turned into osmosis), 2062 braided , (165 turned into osmosis) (11743 total damage).
Spergodominator the level 119 ogre adventurer was battered to death by Emelassra the stone troll on level 237 of Infinite Dungeon.
Spergodominator deactivates Weapon of Light.
Spergodominator deactivates Savage Hunter.
Spergodominator deactivates Infestation.
Spergodominator deactivates Dark Ritual.
Spergodominator deactivates Osmosis Shield.
Spergodominator deactivates Shield of Light.
Spergodominator is free of the stone poison!
Spergodominator stops burning.
Spergodominator deactivates Bleak Outcome.
Spergodominator is no longer rampaging.
Spergodominator deactivates Weapon of Wrath.
Spergodominator deactivates Repel.
Spergodominator stops bleeding.
Spergodominator deactivates Arcane Combat.
Spergodominator deactivates Chant of Fortitude.
Spergodominator deactivates Shield Wall.
Spergodominator is no longer focused on penetrating defenses.
Spergodominator deactivates Arcane Feed.
Spergodominator deactivates Hymn of Detection.
Spergodominator deactivates Shards.
Spergodominator deactivates Hardened Core.
Spergodominator deactivates Stalk.






























































































































































































































































































































































