









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Swap Equipment Sets 1.7.0An experimental addon to coordinate and simplify swapping in specified sets of equipment for temporary use and re-wielding your original equipment later. To use this addon, tag your swap-in items with SET:SetName (for whatever set name); in the "Swap Equipment Sets" dialog (bound to <Alt-Shift-X> by default), they will be listed as the set SetName, and can be wielded from the dialog (taking the normal amount of game time for such an equipment change). Your original equipment will be temporarily tagged with SET:SwapBack, so you can re-wield your original equipment by swapping in the SwapBack set. Also provides an optional status indicator in the buffs display to remind you when you are wearing equipment from one of your swap-in sets (controlled by game option "Gameplay | Show marker for swapped-in equipment"). [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Frequently Asked Questions: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies 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: Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 50 / 829% |
| Size | medium |
| Lifes / Deaths | Killed by Iaxlro the onilug at level 21 on the 40th Haze 122nd year of Ascendancy at 02:37 5 / 2Killed by Mayomina the bone giant at level 50 on the 2nd Regrowth 124th year of Ascendancy at 14:52 |
Primary Stats
| Strength | 112 (base 60) |
| Dexterity | 88 (base 60) |
| Constitution | 94 (base 38) |
| Magic | 37 (base 11) |
| Willpower | 46 (base 16) |
| Cunning | 84 (base 62) |
Resources
| Life | 1951/1951 |
| Stamina | 355/355 |
| Healing Factor | 1.65738161731 |
| Regeneration | 38.363973717658 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 75.327401544624 |
| See Invisible | 76.327401544624 |
Offense: Barehand
| Damage | 180 |
| Accuracy | 83 |
| Crit Chance | 54% |
| APR | 45 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Blight | +6% |
| Arcane | +10% |
| Cold | +51% |
| All | 0% |
| Physical | +88% |
| Lightning | +87% |
| Light | +16% |
| Temporal | +6% |
| Mind | +23% |
| Darkness | +56% |
| Fire | +12% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +50% |
| Mind | +20% |
| Darkness | +34% |
| Physical | +28% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (60.678270784467%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 50 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 58%( 70%) |
| All | + 30%( 70%) |
| Physical | + 53%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 53%( 70%) |
| Mind | + 39%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Disarm Resistance | 0% |
| Confusion Resistance | 51% |
| Knockback Resistance | 40% |
| Stun Resistance | 39% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 281 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 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 Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 984% 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 Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Finishing moves | 1.60 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.60 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Pugilism | 1.60 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.60 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Chant of Fortitude |
| talent | Exploit Weakness |
| talent | Corruption of the Doomed |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 45% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Silanor the copperhead snake. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Glorin the bandit lord. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nuth the orc master assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Islyba the skeleton warrior. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Voravena the fire drake. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1849. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bear paw. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed hummerhorn wing. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed black mamba head. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 19 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| On hands | Galereek (0 def, 3 armour) =main46=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Damage (Melee): 6 acid / 7 lightning / 7 cold / 12 mind / 7 fire Changes stats: +4 Mag / +4 Wil Changes resistances: +8% mind Critical mult.: +13.00% When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +14 ice / +24 fire / +10 acid / +16 lightning Damage (radius 2) on crit: +10 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Neratha the Chargrinder (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +9% acid / +24% physical / +8% darkness / +3% cold / +9% light Changes damage: +3% fire / +24% physical Mental save: +16 (+5 eff.) It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.5 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 196 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | Driromichik the Blindpain [power 91] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +2 Changes stats: +3 Str Changes resistances penetration: +15% physical Changes damage: +6% physical Maximum stamina: +30.00 It can be used to setup a psionic shield, reducing all damage taken by 91 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 3. * Increase all damage by 21% for 2 turns. * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +12 Str / +9 Con Changes resistances: +36% lightning / +6% mind Reduces incoming crit damage: 15.00% Life regen: +14.00 Maximum life: +70.00 Light radius: +1 Infravision radius: +1 Healing mod.: +18% Can be unequipped or rerolled. 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? |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | voratun amulet 'Ce'Nowyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Defense: +30 (+7 eff.) Fatigue: -9% Changes stats: +8 Dex / +9 Cun / +9 Con Changes resistances: +6% acid / +18% temporal Changes damage: +8% physical Pinning immunity: +42% Knockback immunity: +40% Life regen: +4.00 Stamina each turn: +3.50 Maximum stamina: +30.00 Movement speed: +10% Combat speed: +10% Amulets make your neck look great! |
| Main armor | Issadin (0 def, 0 armour) =main46=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce armor by 25% Changes stats: +12 Str / +13 Mag / +13 Wil Changes resistances: +21% lightning / +23% cold / +12% blight / +15% all Changes resistances penetration: +13% physical Changes damage: +60% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Glorobeth the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce armor by 25% Changes resistances: +6% blight / +11% darkness / +6% acid Damage affinity(heal): +5% light Blindness immunity: +38% Confusion immunity: +21% Maximum life: +55.00 Light radius: +11 See stealth: +16 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Lavatitan (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +50 (+10 eff.) Physical power: +5 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +2 Str / +2 Con Changes damage: +9% fire Maximum life: +69.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Inventory
healing infusion (heal 46; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 46 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 230; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 instantly heal yourself for 230 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 330; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 instantly heal yourself for 330 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 264; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -556; dur 8; cd 27)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: 27 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 -556 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 556 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -677; dur 6; cd 35)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: 35 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 6 turns. While Heroism is active, you will only die when reaching -677 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 677 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 434%; 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 increase movement speed by 434% 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. 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. |
movement infusion (speed 588%; 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 increase movement speed by 588% 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. 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. |
movement infusion (speed 415%; 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 increase movement speed by 415% 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. 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. |
movement infusion of the sneak (speed 652%; 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 increase movement speed by 652% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
movement infusion of the sneak (speed 812%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
movement infusion of the sneak (speed 831%; 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 increase movement speed by 831% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
movement infusion of the sneak (speed 973%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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. |
movement infusion of the titan (speed 719%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 719% 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 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. |
movement infusion of the titan (speed 826%; 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 increase movement speed by 826% 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 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. |
movement infusion of the warrior (speed 736%; 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 increase movement speed by 736% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 931%; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 931% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1114%; 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 increase movement speed by 1114% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 362; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 452; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 438; 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 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. |
regeneration infusion of the sneak (heal 351; 17 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 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. |
regeneration infusion of the titan (heal 419; 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 419 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 721; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 721 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 588; 16 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 588 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; dur 2; cd 16) =Me+P!=Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, physical; dur 4; 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 magical and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; mental, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 35%; 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 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 35%; mental, physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 38%; magical, physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; mental; 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 effect and reduce all damage taken by 33% 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. |
wild infusion of the warrior (res 40%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 38%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 37%; mental; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 40%; magical, physical; dur 2; cd 13) =mag+phys=Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; magical, mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 69; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 69.76 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune (damage 66; dur 4; cd 21)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 66.49 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune (damage 32; dur 4; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 32.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the wizard (damage 281; dur 4; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 281.66 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic 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. |
biting gale rune of the duelist (damage 469; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 469.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 392; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 392.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the duelist (range 10; phase 28; cd 11)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: 10 Cooldown: 11 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 22; cd 14)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: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 22; cd 19)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: 7 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 24; cd 16)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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 22; cd 14)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 16; cd 11)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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic 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 (absorb 28; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 28 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 64; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 136; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 80; cd 19)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: 19 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 80 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 Willpower 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 137; cd 19)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: 19 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 137 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. |
shatter afflictions rune of the titan (absorb 152; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 152 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. |
shatter afflictions rune of the warrior (absorb 151; 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: 16 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 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 142; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 488; dur 5; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 314; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 314 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 452; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 4 turns. Its effects scale with your Willpower 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 psychic (absorb 522; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 522 damage for 5 turns. Its effects scale with your Willpower 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 psychic (absorb 233; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 6 turns. Its effects scale with your Willpower 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 sneak (absorb 445; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 445 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 371; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 3 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. |
shielding rune of the warrior (absorb 427; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 386; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 386 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 36; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 4 times. 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. |
stormshield rune (threshold 69; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 69 up to 4 times. 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. |
stormshield rune (threshold 43; blocks 3; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 3 times. 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. |
stormshield rune (threshold 4; blocks 4; dur 4; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 4 times. 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. |
stormshield rune (threshold 63; blocks 5; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 63 up to 5 times. 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. |
stormshield rune (threshold 28; blocks 4; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 4 times. 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. |
stormshield rune (threshold 41; blocks 3; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 41 up to 3 times. 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. |
stormshield rune (threshold 42; blocks 3; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 3 times. 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. |
stormshield rune of the sneak (threshold 46; blocks 7; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 75; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 75 up to 6 times. 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. |
teleportation rune (range 58; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 22; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 48; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 69; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 157; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 157 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 169; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 169 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
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% See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 35 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daimukath the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 11 mind Changes stats: +25 Cun Changes resistances: +18% acid Critical mult.: +23.66% Amulets make your neck look great! |
DrahekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +4 Wil / +1 Cun Amulets make your neck look great! |
Duathelbreaker the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 blight Changes stats: +6 Wil Life regen: +5.00 Light radius: +3 Amulets make your neck look great! |
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 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 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. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
GodavenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Dex / +2 Wil Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Amulets make your neck look great! |
Hurilenik the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +12% lightning / +6% mind Blindness immunity: +10% Stun/Freeze immunity: +20% Amulets make your neck look great! |
Kindlerebel =SET:anti-soli=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +6% acid Changes damage: +18% fire Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+4 eff.) Cut immunity: +20% Amulets make your neck look great! |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 224 strength, based on Magic) for 5 turns Activation costs 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Muromisin =39msave 30def=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +30 (+7 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Con Changes resistances: +3% physical Changes resistances penetration: +15% physical Physical save: +22 (+7 eff.) Spell save: +19 (+6 eff.) Mental save: +39 (+10 eff.) Maximum stamina: +30.00 Amulets make your neck look great! |
Sulfurquick the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +4 Mag / +6 Wil / +4 Cun Changes resistances: +6% nature / +15% blight Changes damage: +7% physical Amulets make your neck look great! |
Sunravage =good=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +25 (+5 eff.) Armour: +4 Defense: +10 (+2 eff.) Physical save: +22 (+7 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+4 eff.) Maximum stamina: +30.00 Light radius: +3 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 21 power out of 36/36) : Effective talent level: 5.5 Power cost: 21 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (128). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye =horror telepathy +10=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 3.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's voratun amulet of magic (+11)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes damage: +5% fire Amulets make your neck look great! |
gold amulet 'Xanorema'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce armor by 25% * 20% chance to gain 10% of a turn (3/turn limit) Life regen: +3.00 Amulets make your neck look great! |
gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +17% Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
grounding copper amulet of willpower (+3) =SET:rLn=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
mindweaver's voratun amulet of dexterity (+7)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Dex / +4 Wil Mental save: +10 (+3 eff.) Confusion immunity: +20% Amulets make your neck look great! |
savior's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +16 Critical mult.: +16.00% Physical save: +21 (+7 eff.) Spell save: +23 (+8 eff.) Mental save: +19 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amulet of dexterity (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +8 Lck / +4 Dex Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
steel amulet 'Baromas'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +10 Lck / +5 Cun Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
stralite amulet 'Wintermortal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% cold / +12% physical / +6% arcane / +18% mind Physical save: +21 (+7 eff.) Spell save: +12 (+4 eff.) Stun/Freeze immunity: +24% Stamina each turn: +1.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Amulets make your neck look great! |
voratun amulet 'Firestake' =fount=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +3 Str / +7 Wil / +2 Con Changes resistances: +30% mind / +26% light / +30% darkness Changes resistances penetration: +20% fire Changes damage: +12% physical Blindness immunity: +48% Confusion immunity: +50% Only die when reaching: -40.00 life Amulets make your neck look great! |
voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +10% fire Critical mult.: +15.00% Amulets make your neck look great! |
voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 24% * 13% chance to blind Amulets make your neck look great! |
warmaker's stralite amulet of strength (+13)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +13 Str / +7 Dex / +4 Wil Amulets make your neck look great! |
warrior's copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Cut immunity: +40% Stamina each turn: +0.30 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 280 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
AdilevenaPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +24% darkness / +6% temporal Spell save: +3 (+1 eff.) Blindness immunity: +23% Silence immunity: +10% Infravision radius: +4 See stealth: +7 See invisible: +9 Rings make your fingers look great! |
Barkvault the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 4 nature Changes stats: +9 Mag / +7 Wil Changes resistances: +3% nature Changes damage: +12% fire Damage Shield penetration: +30% Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
DuatheljusticeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +10% mind / +3% darkness Rings make your fingers look great! |
Duvikhad the SearblurCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% fire Rings make your fingers look great! |
Eilinyrassra the DuathelcastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 darkness Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Emyrevena the KindletreasonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 blight / 6 fire Changes resistances: +36% lightning / +20% darkness Critical mult.: +15.00% Damage Shield penetration: +31% Rings make your fingers look great! |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 83.43 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 19 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glacierwoe the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Str / +5 Mag / +2 Cun Changes resistances: +4% physical Critical mult.: +20.00% Spell save: +10 (+3 eff.) Rings make your fingers look great! |
Haruhor =main50=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +3 Con Changes resistances: +2% physical Spell save: +14 (+5 eff.) Life regen: +7.00 Maximum life: +94.00 Maximum stamina: +24.00 Healing mod.: +13% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mnemonic =mental shielding=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 3.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
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 Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 3.5 Power cost: 30 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% 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. |
Polebeth the StormpiercePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +6 Mag / +2 Wil Reduces incoming crit damage: 10.00% Blindness immunity: +25% Infravision radius: +6 See stealth: +8 See invisible: +9 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% 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 ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Splendourstake the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +9 Dex / +6 Cun / +4 Con Changes resistances: +18% lightning / +15% fire / +15% light / +27% cold Light radius: +3 Rings make your fingers look great! |
Viperbore the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Wil Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) Confusion immunity: +26% Infravision radius: +1 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Yvuta the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +31 (+6 eff.) Defense: +31 (+7 eff.) Changes stats: +6 Dex / +8 Con Physical save: +18 (+6 eff.) Spell save: +15 (+5 eff.) Mental save: +18 (+5 eff.) Maximum stamina: +31.03 Infravision radius: +3 Rings make your fingers look great! |
ZubobethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +9% acid / +20% blight Physical save: +18 (+6 eff.) Knockback immunity: +20% Rings make your fingers look great! |
gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Rings make your fingers look great! |
gladiator's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +8 Str / +8 Con Pinning immunity: +32% Knockback immunity: +31% Maximum life: +36.00 Rings make your fingers look great! |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str / +10 Con Rings make your fingers look great! |
gold ring 'Chymnir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +14 Str / +2 Wil / +4 Cun / +7 Con Changes resistances: +9% lightning / +9% light See invisible: +24 Rings make your fingers look great! |
gold ring 'Umbrabait' =24arm 20def=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +24 Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +7 Str / +4 Wil Only die when reaching: -60.00 life Rings make your fingers look great! |
marksman's steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +3 Dex Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 5.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
pixie's voratun ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Cun / +6 Mag Rings make your fingers look great! |
psionicist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Defense: +11 (+2 eff.) Changes stats: +7 Wil Mental save: +14 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +8 Cun / +7 Dex Life regen: +10.00 Maximum life: +67.00 Healing mod.: +15% Rings make your fingers look great! |
sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +6 Cun / +9 Dex Life regen: +19.00 Maximum life: +90.00 Healing mod.: +14% Rings make your fingers look great! |
solipsist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Rings make your fingers look great! |
steel ring 'Betheth'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +26% light / +12% blight Rings make your fingers look great! |
steel ring 'Borandil'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Mag / +2 Con Pinning immunity: +24% Knockback immunity: +27% Maximum life: +28.00 Rings make your fingers look great! |
steel ring 'Deleyon'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +1.0% Defense: +8 (+2 eff.) Changes stats: +4 Cun / +1 Con Changes resistances: +22% acid / +3% temporal Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
steel ring 'Duvufast'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +21% fire / +3% darkness / +9% temporal Physical save: +8 (+2 eff.) Rings make your fingers look great! |
steel ring 'Emymina'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +12 Mag Critical mult.: +10.00% Spell save: +12 (+4 eff.) Rings make your fingers look great! |
steel ring 'Isalramira' =main43=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +5 Cun / +5 Dex Changes resistances: +5% arcane Blindness immunity: +20% Life regen: +6.00 Maximum life: +40.00 Infravision radius: +4 See stealth: +5 See invisible: +6 Healing mod.: +11% Rings make your fingers look great! |
steel ring of speed =speed 7.2=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 8.8 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 55% for 5 turns. Rings make your fingers look great! |
steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Pinning immunity: +23% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +12 Defense: +8 (+2 eff.) Changes stats: +7 Cun / +8 Dex Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Stun/Freeze immunity: +30% Rings make your fingers look great! |
stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +14 Defense: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +25% Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Betykira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +24% acid / +9% cold / +15% mind / +9% darkness Stun/Freeze immunity: +45% Life regen: +9.00 Rings make your fingers look great! |
voratun ring 'Dazzlespike'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +5 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +40% nature Stamina each turn: +3.00 Only die when reaching: -40.00 life Light radius: +3 See invisible: +12 Rings make your fingers look great! |
voratun ring 'Jetgore'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 darkness Changes stats: +10 Dex / +3 Wil Changes resistances: +9% darkness / +12% temporal Healing mod.: +20% Rings make your fingers look great! |
voratun ring 'Mayolaith'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +5 (+1 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 29 Damage (Melee): 29 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 29 Changes stats: +5 Cun / +1 Dex Changes resistances: +13% blight / +15% nature / +15% mind Mental save: +13 (+4 eff.) Poison immunity: +24% Disease immunity: +22% Confusion immunity: +36% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 175% weapon damage. If the attack hits, the target will bleed for 329% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +9 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 7.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
warrior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Life regen: +20.00 Maximum life: +57.00 Healing mod.: +17% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Gunyrim the Smoldervortex (168% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +8 arcane When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +10% fire Critical mult.: +20.40% Massive two-handed battleaxes. |
enhanced stralite battleaxe of amnesia (155% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes stats: +9 Str / +12 Dex / +7 Mag / +6 Wil / +10 Cun / +10 Con Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of massacre (158% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +14 (+3 eff.) Sharp, short and deadly. |
enhanced dwarven-steel dagger of projection (118% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun / +7 Con Sharp, short and deadly. |
enhanced steel dagger of enduring (101% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +12 Wil / +7 Cun / +14 Con Maximum life: +38.00 Sharp, short and deadly. |
enhanced steel dagger of massacre (120% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +5 Dex / +3 Mag / +4 Wil / +5 Cun / +4 Con Sharp, short and deadly. |
enhanced stralite dagger of erosion (132% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Changes stats: +8 Str / +6 Dex / +5 Mag / +3 Wil / +7 Cun / +7 Con Sharp, short and deadly. |
enhanced voratun dagger of erosion (147% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Changes stats: +3 Str / +8 Dex / +8 Mag / +7 Wil / +7 Cun / +12 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel dagger of torment (121% power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +11 darkness Damage against: +10% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatmaul of massacre (188% 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. Power: 188% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +9 (+2 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun greatmaul of massacre (192% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 192% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
steel greatmaul 'Zanirath' (132% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 29 On weapon crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Damage (Melee): +9 mind When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +1 Mag / +5 Wil / +3 Cun / +3 Con See invisible: +3 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun greatmaul of disruption (181% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon 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% Damage (radius 2) on crit: +38 lightning / +33 cold Damage against: +28% Unnatural When wielded/worn: Movement speed: +44% Massive two-handed mauls. |
enhanced voratun greatsword (173% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +17 Str / +19 Dex / +19 Mag / +19 Wil / +13 Cun / +16 Con Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced stralite longsword of enduring (142% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +10 Con / +10 Wil Maximum life: +59.00 Sharp, long, and deadly. |
enhanced dwarven-steel longsword of evisceration (129% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Changes stats: +5 Str / +7 Dex / +6 Mag / +8 Wil / +7 Cun / +5 Con Sharp, long, and deadly. |
enhanced stralite longsword of erosion (142% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Changes stats: +10 Str / +5 Dex / +7 Mag / +8 Wil / +11 Cun / +11 Con Sharp, long, and deadly. |
Hathodraneg the Shadesweep (109% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +5 Wil / +6 Con Changes resistances: +9% darkness Reduces incoming crit damage: 15.00% Maximum life: +15.00 Blunt and deadly. |
Ivinne (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 mind Damage (radius 1) on hit: +16 acid When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% light / +3% temporal Talent granted: +1 Attune Mindstar Critical mult.: +8.00% 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. |
Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Confusion immunity: +30% Activating this item is instant. It can be used to activate talent Wayist (costing 35 power out of 60/60) : Effective talent level: 2.5 Power cost: 35 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 58 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Galekarma' (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +9 Con Changes resistances: +12% lightning / +12% fire Talent granted: +1 Attune Mindstar Physical save: +9 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +3.06 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. |
mossy mindstar 'Ragygund' (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +8 physical When wielded/worn: Changes stats: +6 Str Changes resistances penetration: +15% physical Talent granted: +1 Attune Mindstar Maximum stamina: +30.00 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. |
thorny mindstar 'Xeralrawen' (97% power, 24 apr, nature damage) =4dex 4wil=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Dex / +4 Wil Talent granted: +1 Attune Mindstar Life regen: +1.20 Stamina each turn: +1.00 Maximum life: +23.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.throat-seeking drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff of channeling (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff This staff offers 30% bonus to fire damage. (included above) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone starstaff of might (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 23 arcane Changes damage: +30% physical Talent granted: +1 Command Staff This staff offers 30% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Dawnspiker the dwarven-steel waraxe (122% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +20 light When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Cun / +4 Str Changes damage: +11% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun waraxe of torment (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +14 blight When wielded/worn: Disease immunity: +26% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick voratun waraxe of shearing (150% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +37 (+7 eff.) Armour penetration: +10 Changes stats: +4 Dex Changes resistances penetration: +10% all Combat speed: +10% One-handed war axes. |
Blazehunter the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Con Critical mult.: +5.00% Mental save: +6 (+2 eff.) Light radius: +1 See invisible: +6 A belt that goes around your waist. |
Brenesus the BrightsliceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% acid Physical save: +6 (+2 eff.) Blindness immunity: +20% Life regen: +1.00 Healing mod.: +11% A belt that goes around your waist. |
Brightblack the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Wil Changes resistances: +3% fire Reduces incoming crit damage: 10.00% Maximum life: +33.00 See invisible: +9 A belt that goes around your waist. |
Cracklereign =15acc 1sta/t=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +4 (+1 eff.) Damage when hit (Melee): 6 mind Changes resistances: +6% lightning Physical save: +3 (+1 eff.) Spell save: +5 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -20.00 life Size category: +1 A belt that goes around your waist. |
Elyra the BlazedashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Wil / +4 Con Changes resistances: +9% lightning / +18% blight Spell save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Poison immunity: +20% Knockback immunity: +20% Life regen: +4.14 Only die when reaching: -82.75 life A belt that goes around your waist. |
Emblem of Evasion =anti ranged=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 8.8 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Fulerand =main46=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Changes stats: +6 Str / +2 Dex / +4 Con Changes resistances: +12% acid Physical save: +19 (+6 eff.) Spell save: +15 (+5 eff.) Cut immunity: +20% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Obsidianravage =use=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% mind / +6% darkness Blindness immunity: +10% Disease immunity: +10% Life regen: +4.00 Only die when reaching: -40.00 life A belt that goes around your waist. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Voidkarma the drakeskin leather belt =130hp=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +5 Dex / +3 Mag Changes resistances: +5% arcane / +21% darkness Maximum life: +130.00 Maximum stamina: +59.00 Light radius: +3 See invisible: +12 A belt that goes around your waist. |
balancing hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Dex / +3 Wil / +4 Cun Mental save: +7 (+2 eff.) Maximum life: +46.00 A belt that goes around your waist. |
blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Stealth bonus: +5 A belt that goes around your waist. |
blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +8 (+2 eff.) Stealth bonus: +6 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Prismstalker'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +17 (+3 eff.) Defense: +16 (+4 eff.) Changes resistances: +6% blight / +3% fire / +3% nature Critical mult.: +11.00% Stealth bonus: +11 Spell save: +14 (+5 eff.) Disease immunity: +20% Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Haryvon' =good but lacking regen=Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +8 Dex / +6 Mag / +6 Wil / +12 Cun / +6 Lck Damage against: +27% Summoned Reduced damage from: +22% Summoned Trap disarming bonus: +11 Stealth bonus: +10 Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt 'Skywish'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +7% acid / +6% fire / +10% lightning / +7% cold Physical save: +12 (+4 eff.) Spell save: +22 (+7 eff.) Mental save: +13 (+4 eff.) Size category: +1 A belt that goes around your waist. |
nightruned rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% light / +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
noble's rough leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +18% Summoned It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
rough leather belt 'Frozenravage'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Defense: +10 (+2 eff.) Damage when hit (Melee): 4 physical / 10 cold Changes stats: +4 Str Stealth bonus: +6 A belt that goes around your waist. |
rough leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+2 eff.) Maximum life: +40.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +3 Wil Mental save: +8 (+3 eff.) Maximum life: +65.00 A belt that goes around your waist. |
Beroran the Dimrupture (2 def, 0 armour) =3sta 25pen=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +9% darkness Changes resistances penetration: +25% physical Physical save: +12 (+4 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 4.5 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 57 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Cobraworth the cashmere cloak (11 def, 0 armour) =20 item slow=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +2 Dex Changes resistances: +12% nature Changes damage: +6% physical Critical mult.: +5.00% Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elutha the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +7 Wil / +3 Cun / +3 Con Changes resistances: +9% darkness Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall 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 17 power out of 28/28) : Effective talent level: 3.5 Power cost: 17 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 4 random arcane explosions in the target area. Each explosion does 79.66 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. |
Flashbait (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +6% fire Changes damage: +30% fire Physical save: +18 (+6 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 280.86 cold damage and condensing the air into freezing vapors that deal 93.62 cold damage (based on Magic) each turn for 10 turns Activation costs 18 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. |
Kindlemire (7 def, 0 armour) =20 slow/hit=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% * 10 arcane resource burn Changes resistances: +3% fire / +6% nature / +3% cold Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Light radius: +2 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 Talent category bonus: +0.20 Celestial 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. |
Rainstinger (1 def, 0 armour) =main46=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 56% Changes stats: +1 Con Changes resistances: +6% darkness Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +33.00 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 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun 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 Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 2.5 Power cost: 30 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. |
Tulyhad (18 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Changes resistances: +9% acid / +5% arcane / +21% nature Physical save: +13 (+4 eff.) Spell save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulirath the Sparkparry (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +15% fire Spell save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 30 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wind's Whisper (4 def, 0 armour) =anti-projectile, evade=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 50/50) : Effective talent level: 5.6 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Glorille' (32 def, 0 armour) =4regen 32def=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+8 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Cun / +2 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sleetpassion' (2 def, 0 armour) =fount=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +6% temporal Spell save: +14 (+5 eff.) Mental save: +18 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Lelyrin' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 10 blight Critical mult.: +20.20% Physical save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Velyyara' (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +2 Mag / +4 Wil Physical save: +8 (+2 eff.) Spell save: +21 (+7 eff.) Mental save: +10 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dimstalker' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +2 Dex / +1 Wil / +1 Cun Changes resistances: +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frozenpunish' (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: +1 Str / +1 Dex / +1 Cun / +3 Con Changes resistances: +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Infernorend' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 fire Changes stats: +4 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tarroziladentir' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+0 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% mind / +6% darkness Reduces incoming crit damage: 15.00% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Winterwrest' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Physical save: +9 (+3 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 sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of mindcraft (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +5 Wil / +3 Cun Spell save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of mindcraft (1 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nawyn (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +7 Wil / +4 Mag Changes resistances: +9% all Changes resistances penetration: +9% physical Changes damage: +11% physical Spell save: +18 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Emelarin (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +18% lightning / +6% light / +6% blight / +63% nature / +15% all Mental save: +18 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 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. |
Firewalker (15 def, 2 armour) =50rF=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Gloredhekira the silk robe (25 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +25 (+6 eff.) Changes resistances: +39% fire / +3% physical / +13% all Changes resistances penetration: +26% physical Changes damage: +26% fire Critical mult.: +20.88% Maximum stamina: +31.32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glowslicer (0 def, 0 armour) =20 item slow, 3li=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +9% mind / +21% light / +7% all Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) =main39=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% physical Changes damage: +5% physical Physical save: +10 (+3 eff.) It can be used to send out a range 5 beam of kinetic energy, dealing 87.73 to 109.67 physical damage (based on Willpower and Cunning) with knockback Activation costs 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
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 (+4 eff.) Silence immunity: +50% Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% physical Changes damage: +20% physical It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 2.5 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Tidebone (0 def, 0 armour) =also good=Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +9 Con Changes resistances: +30% physical / +12% nature / +15% all Changes damage: +18% all / +30% physical Poison immunity: +46% Disease immunity: +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Torudas (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 6 mind Changes stats: +6 Con Changes resistances: +3% temporal / +20% darkness / +13% mind / +42% nature / +15% all Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+6 eff.) Poison immunity: +36% Disease immunity: +31% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes resistances: +20% cold / +20% mind / +11% all Grants telepathy: Humanoid Mental save: +10 (+3 eff.) Confusion immunity: +35% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
cashmere robe 'Forestbraze' (0 def, 0 armour) =69hp 3.2regen 2li=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +5 Wil / +2 Con Changes resistances: +11% blight / +6% acid / +11% all Life regen: +3.20 Maximum life: +69.00 Light radius: +2 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Snowviper' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +6 Mag / +4 Wil Changes resistances: +13% acid / +11% physical / +13% cold / +13% fire / +11% all Changes resistances penetration: +15% fire Changes damage: +16% fire / +7% physical Talent cooldown: Refit Golem (-4 turns) Spell save: +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) =SET:anti-soli=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% darkness / +12% cold / +13% fire / +15% mind / +11% all Changes damage: +13% fire / +8% physical Talent cooldown: Refit Golem (-4 turns) Physical save: +10 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% darkness / +18% mind / +15% all Changes damage: +8% all Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +26 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Blindvalor' (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: Damage when hit (Melee): 4 light Changes stats: +5 Cun / +7 Mag Changes resistances: +15% fire / +15% all Changes resistances penetration: +15% physical / +20% fire Changes damage: +30% physical Critical mult.: +19.00% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Offalobsidian' (0 def, 0 armour) =anti armour=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes resistances: +16% light / +7% all Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Splendourmire' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Wil / +3 Cun / +2 Con Changes resistances: +6% light / +19% darkness / +7% all Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +6% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% acid / +11% physical / +12% fire / +13% cold / +11% all Changes damage: +14% fire / +14% physical Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +7% all Spell save: +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +10% blight / +7% cold / +8% lightning / +11% all Changes damage: +5% physical Life regen: +2.30 Maximum life: +40.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +11% all Poison immunity: +25% Disease immunity: +28% Life regen: +2.70 Maximum life: +48.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of power (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% all Changes damage: +7% all Poison immunity: +26% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of the mind (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% mind / +11% all Poison immunity: +28% Disease immunity: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baladorain the pair of rough leather boots (0 def, 5 armour) =main40=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes stats: +1 Wil Reduces incoming crit damage: 15.00% Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +22% Life regen: +4.00 A pair of boots made of leather. |
Beludhetira (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% blight / +3% mind Physical save: +6 (+2 eff.) Confusion immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleaksweeper (0 def, 3 armour) =+30sta +1sta/t=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +1 Dex / +3 Wil / +2 Cun Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +1.00 Maximum stamina: +30.00 See invisible: +6 A pair of boots made of leather. |
Branyldil the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Dex / +3 Mag / +5 Wil / +4 Cun / +1 Con / +11 Lck Critical mult.: +15.00% Stealth bonus: +11 Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Light radius: +2 A pair of boots made of leather. |
Chalazor (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +9 Dex / +7 Cun / +11 Lck Changes resistances: +3% acid Stealth bonus: +10 Stamina each turn: +1.40 Maximum life: +48.00 Maximum stamina: +18.00 Light radius: +2 Movement speed: +10% A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 31 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Daguleg the Filthblur (5 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +4 Dex Changes resistances: +3% blight Life regen: +4.00 Stamina each turn: +0.30 Maximum stamina: +14.00 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. |
Dairyruikan the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +6% fire / +16% cold Blindness immunity: +10% Teleport immunity: +20% 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 62% (based on Cunning) Activation costs 30 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. |
Elyldarin the Glintwaker (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +3 Cun / +2 Dex Changes resistances: +12% light Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 186% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Islutta the Bilecrypt (0 def, 3 armour) =main46=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +18% fire Physical save: +15 (+5 eff.) Knockback immunity: +20% Teleport immunity: +20% Life regen: +7.00 Maximum life: +100.00 Healing mod.: +26% A pair of boots made of leather. |
Issoruikhad the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Cun / +5 Dex Critical mult.: +10.00% Physical save: +7 (+2 eff.) Mental save: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivymira the Shadevenom (15 def, 14 armour) =15dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +4 Cun / +15 Dex Changes resistances: +12% light / +12% cold Infravision radius: +1 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 5.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 207% 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. |
Lelivon (0 def, 24 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Fatigue: +4% Changes resistances: +9% physical / +6% arcane / +15% cold Reduces incoming crit damage: 18.12% Blindness immunity: +24% Cut immunity: +24% Life regen: +4.83 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manekor the Shinewinter (9 def, 12 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: +12 Defense: +9 (+2 eff.) Fatigue: +4% Changes resistances: +27% lightning / +13% temporal / +3% light / +15% cold / +13% fire / +5% arcane / +14% acid Light radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 5.6 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayimina the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Str / +8 Con Changes resistances: +6% lightning / +6% fire / +12% light Changes damage: +8% physical Reduces incoming crit damage: 15.00% Maximum stamina: +30.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayotha the pair of dwarven-steel boots (0 def, 4 armour) =20cmul 20pen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% physical Critical mult.: +20.00% Physical save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayulaith (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +1 Wil Changes resistances: +6% acid / +3% fire / +6% temporal Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Nohad the Wildusher (56 def, 5 armour) =56def 28dex slow=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +56 (+14 eff.) Effects on melee hit: * 10% chance to slow global speed by 56% Damage when hit (Melee): 2 nature / 4 physical Changes stats: +28 Dex Changes resistances penetration: +20% physical Stamina each turn: +3.00 A pair of boots made of leather. |
Pitchwitch (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Str / +1 Mag Changes resistances: +9% darkness Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Salodhenn (0 def, 3 armour) =20pen 15acc=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +3 Changes stats: +4 Str / +4 Dex Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +20% physical A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% 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. |
Skyward (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Dex / +2 Cun / +3 Con Changes resistances: +9% lightning / +6% temporal A pair of boots made of leather. |
Starvalor the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 light Changes stats: +10 Lck / +13 Dex Changes resistances: +9% light Reduces incoming crit damage: 15.00% Stealth bonus: +10 Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
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 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." |
Thunderpyre the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Lck / +4 Dex Changes resistances: +3% blight Stealth bonus: +5 Physical save: +6 (+2 eff.) Spell save: +15 (+5 eff.) Life regen: +4.00 Light radius: +1 A pair of boots made of leather. |
Tuliharadil (0 def, 1 armour) =SET:rLn=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +12% lightning / +6% temporal / +9% cold / +12% fire Spell save: +3 (+1 eff.) Only die when reaching: -60.00 life A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) =maybe use=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zubykira the pair of rough leather boots (10 def, 17 armour) =17arm 10def=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +17 Defense: +10 (+2 eff.) Fatigue: -5% Changes stats: +1 Dex / +2 Wil Physical save: +6 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Wil / +3 Cun / +3 Con Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 5.6 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
insulating pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +3 Wil Changes resistances: +6% fire / +5% cold It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Eremulendil' (37 def, 5 armour) =37def 19pen=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +37 (+9 eff.) Changes stats: +15 Dex / +5 Wil / +5 Cun / +8 Con Changes resistances penetration: +19% physical Physical save: +24 (+8 eff.) Mental save: +20 (+6 eff.) Maximum stamina: +30.00 It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 154% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of strife (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Gerosus' (10 def, 4 armour) =30shpen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 arcane / 8 blight Critical mult.: +15.00% Blindness immunity: +20% Stamina each turn: +0.90 Maximum stamina: +24.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ivorarena' (25 def, 13 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Defense: +25 (+6 eff.) Changes stats: +3 Str Changes damage: +12% physical Physical save: +9 (+3 eff.) Light radius: +2 See invisible: +9 A pair of boots made of leather. |
pair of hardened leather boots 'Nimbusburst' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Mag / +8 Wil / +4 Cun Physical save: +11 (+3 eff.) Spell save: +25 (+8 eff.) Mental save: +11 (+3 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Uradan' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +4 Dex / +4 Wil / +2 Cun Life regen: +3.00 Light radius: +2 Infravision radius: +3 Healing mod.: +16% A pair of boots made of leather. |
pair of rough leather boots 'Noonsmasher' (0 def, 1 armour) =1 li=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +10% fire Light radius: +1 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +50% Confusion immunity: +43% Stun/Freeze immunity: +42% Movement speed: +25% A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +28% Confusion immunity: +28% Stun/Freeze immunity: +23% Stamina each turn: +0.50 Maximum stamina: +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Silence immunity: +28% Confusion immunity: +21% Stun/Freeze immunity: +28% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +2 Con Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) A pair of boots made of leather. |
Arcrot (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 2 mind / 8 lightning Changes stats: +4 Str Changes resistances: +15% mind Light radius: +3 When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthihek (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Changes stats: +4 Wil Changes resistances: +5% arcane Mental save: +14 (+4 eff.) Maximum life: +60.00 When used to modify unarmed attacks: Power: 147% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenekor the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +12% light / +6% acid Reduces incoming crit damage: 15.80% Disease immunity: +21% Stun/Freeze immunity: +21% When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nowyn (10 def, 10 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +3% Damage (Melee): 5 physical Changes stats: +6 Dex Changes resistances: +6% lightning Changes damage: +4% physical Only die when reaching: -60.00 life See invisible: +6 When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Emywe the Radiancewar (0 def, 2 armour) =7regen, nightmare/hit,sta=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 acid / 4 light Changes resistances: +9% light Life regen: +7.00 Stamina each turn: +1.40 Maximum stamina: +27.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire When used to modify unarmed attacks: Power: 88% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 4.5 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 75.36 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Flarerage the dwarven-steel gauntlets (0 def, 2 armour) =nightmare/hit=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes resistances: +15% fire Changes damage: +6% fire Life regen: +4.00 Stamina each turn: +1.20 Maximum stamina: +13.00 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gunyyagund (0 def, 3 armour) =11regen, nightmare=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +5 Wil Mental save: +9 (+3 eff.) Life regen: +11.00 Stamina each turn: +2.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Hand of the World-Shaper (0 def, 12 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 5.5 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 67.37 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Radhilathasatir the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Effects on melee hit: * 18% chance to reduce all saves and defense by 29 Damage (Melee): 26 mind / 12 darkness Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Mental save: -11 (-3 eff.) Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Only die when reaching: -100.00 life Healing mod.: -10% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). It can be used to activate talent Instill Fear (costing 12 power out of 30/30) : Effective talent level: 4.5 Power cost: 12 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 25.83 mind and 32.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 22. Terrified: Deals 6.15 mind and 7.80 darkness damage per turn and increases cooldowns by 37%. Haunted: Causes the target to suffer 9.97 mind and 12.65 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Samisakalthogund the Loamblow (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% nature / +9% blight When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% When used to modify unarmed attacks: Power: 91% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Smolderrune (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +7 Mag Changes resistances: +18% acid Changes damage: +12% fire Critical mult.: +15.00% Spell save: +15 (+5 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% Damage (Melee): +12 arcane Damage (radius 2) on crit: +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 438.72 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stokehash (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 10 blight Damage when hit (Melee): 6 fire Changes stats: +5 Mag Changes resistances: +8% blight / +6% acid Changes damage: +12% fire Physical save: +8 (+2 eff.) Mental save: +7 (+2 eff.) When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +19 arcane Damage (radius 2) on crit: +8 arcane / +9 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% physical Changes damage: +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Critical mult.: +20.00% When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Sulfursever (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 56% Damage (Melee): 15 acid Changes stats: +3 Dex / +7 Mag Changes resistances: +10% acid Physical save: +15 (+5 eff.) Stamina each turn: +3.10 Maximum stamina: +31.03 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 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 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. 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. |
Xerebeth the Hellblack (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes resistances: +3% blight / +6% nature / +3% mind Changes damage: +9% fire Spell save: +6 (+2 eff.) When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerufast (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Dex / +5 Cun / +10 Con Changes resistances penetration: +15% physical Talent cooldown: Double Strike (-1 turn) Physical save: +27 (+9 eff.) When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) =alot of procs=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 3 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Dex / +3 Mag / +3 Wil When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% Damage (Melee): +4 ice / +11 fire / +11 acid / +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) =66proc, 14crit=Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 3 acid / 3 fire / 5 cold / 5 lightning Changes stats: +2 Dex / +4 Mag / +3 Wil When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% Damage (Melee): +7 ice / +16 fire / +14 acid / +13 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) =44proc +6 on crit=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +6 Mag / +3 Wil When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 ice / +13 lightning / +9 fire / +9 arcane / +4 acid Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 4 acid / 7 fire / 4 cold / 4 lightning Changes stats: +4 Mag / +3 Wil / +4 Con Physical save: +24 (+8 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 ice / +17 physical / +14 fire / +20 lightning / +11 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 7.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 42% and provides a 25% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+1 eff.) Life regen: +2.00 Stamina each turn: +0.60 When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+4 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) =+43crit, high dmg=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +11 (+3 eff.) When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +30.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.cinder voratun gauntlets of magic (+5) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 12 fire Changes stats: +5 Mag Changes resistances: +7% fire Changes damage: +10% fire When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +14 arcane Damage (radius 2) on crit: +10 arcane / +12 fire Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves of archery (0 def, 2 armour) =perfect strike, corr brea=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +9 Armour: +2 Damage (Melee): 8 acid Changes stats: +2 Cun / +5 Dex Changes resistances: +7% acid When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Damage (radius 2) on crit: +7 acid It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Radiancebrawn' (0 def, 2 armour) =main34=Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 nature Changes stats: +2 Cun / +2 Mag Changes resistances: +6% nature Physical save: +5 (+1 eff.) Mental save: +9 (+3 eff.) Light radius: +2 When used to modify unarmed attacks: Power: 123% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). Damage (Melee): +8 arcane Damage (radius 2) on crit: +8 nature / +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Silann' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Armour: +2 Fatigue: +3% Damage (Melee): 11 temporal Changes stats: +3 Con Changes resistances: +9% acid / +7% temporal Physical save: +20 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +14 physical / +10 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 7.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 42% and provides a 25% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Mag When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +7 arcane Damage (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Zeredin' (0 def, 2 armour) =33 acc, perf.ctrl.=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +7 Armour: +2 Changes stats: +4 Str Physical save: +13 (+4 eff.) Mental save: +8 (+3 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the juggernaut (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +4 Con Physical save: +17 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+4 eff.) Maximum life: +46.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +15 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
polar drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 5 cold Changes resistances: +6% cold When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +9 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) =lobo on hit=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes stats: +3 Dex Changes resistances: +6% mind When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +7 mind Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +15.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of the starseeker (0 def, 2 armour) =hmm=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +2 Mag Changes resistances: +6% light / +5% darkness Life regen: +4.00 Stamina each turn: +1.00 Maximum stamina: +15.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). Damage (radius 2) on crit: +15 light / +24 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 2.5 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 100.30 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring voratun gauntlets of the verdant (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects when hit in melee: * 27 arcane resource burn Changes resistances: +6% blight / +12% darkness / +14% arcane Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +34 (+11 eff.) When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 33 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Fatigue: +3% Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Physical save: +5 (+1 eff.) Mental save: +7 (+2 eff.) When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +5 (+1 eff.) Mental save: +5 (+2 eff.) When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
temporal iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 temporal Changes stats: +2 Str Changes resistances: +5% temporal When used to modify unarmed attacks: Power: 105% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Shadewisp' (10 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +6 Cun / +5 Con Changes resistances: +6% blight / +5% physical / +20% darkness Changes damage: +6% physical Infravision radius: +4 When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Yvanne' (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +4 Armour: +11 Fatigue: +5% Changes stats: +10 Str / +5 Mag / +8 Con Only die when reaching: -82.75 life When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +19 arcane Damage (radius 2) on crit: +14 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 4.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 143.45 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Aragen (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Dex / +17 Mag / +6 Con Changes resistances: +16% blight Spell save: +15 (+5 eff.) Infravision radius: +3 See invisible: +6 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Archue the voratun helm (0 def, 5 armour) =anti evasion=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +6 Str / +6 Con Changes resistances: +27% fire Physical save: +15 (+5 eff.) Mental save: +14 (+4 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Damage Shield penetration: +20% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 31 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Arina (3 def, 0 armour) =31shpen 17cun=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +17 Cun / +6 Wil Mental save: +15 (+4 eff.) Life regen: +5.30 Damage Shield penetration: +31% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Beentir the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Defense: +2 (+0 eff.) Changes stats: +6 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +13% physical Changes damage: +13% physical A pointy cloth hat, very wizardly... |
Beogoromikath (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +3 Cun / +6 Wil Changes resistances: +1% physical / +6% cold / +6% fire A pointy cloth hat, very wizardly... |
Blazeprophet (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 25% Changes resistances: +9% blight / +4% physical / +24% darkness / +6% light Changes resistances penetration: +15% fire A pointy cloth hat, very wizardly... |
Ce'Nira the Shiverquick (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% acid / +9% cold Mental save: +9 (+3 eff.) Disease immunity: +10% A pointy cloth hat, very wizardly... |
Chalaromirion (1 def, 0 armour) =2regen=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal Physical save: +9 (+3 eff.) Life regen: +2.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 2.5 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 107.75 to 323.26 lightning damage (215.50 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
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 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +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. |
Cracklelash the rough leather cap (0 def, 1 armour) =SET:rLn=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil Changes resistances: +6% blight / +21% fire / +18% lightning Mental save: +6 (+2 eff.) A cap made of leather. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Activating this item is instant. It can be used to activate talent Indomitable (costing 35 power out of 60/60) : Effective talent level: 2.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
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% fire This jeweled crown shimmers with colors. |
Cyreridhemina (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Changes resistances: +6% cold / +9% mind / +6% temporal Allows you to breathe in: water A cap made of leather. |
Dazzleraider the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 11 fire Changes stats: +3 Cun / +3 Wil Changes resistances: +15% lightning / +14% temporal / +23% light / +30% fire / +5% arcane A cap made of leather. |
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 27 power out of 45/45) : Effective talent level: 4.5 Power cost: 27 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 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 231.97 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. |
Emelydhegalle (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+0 eff.) Damage when hit (Melee): 10 arcane Changes resistances: +7% physical Changes resistances penetration: +15% physical Critical mult.: +20.88% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Erigar the Pyreobsidian (2 def, 0 armour) =bad=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 acid Changes stats: +5 Cun / +5 Wil Changes resistances: +19% lightning / +24% fire Changes resistances penetration: +5% fire Changes damage: +12% fire A pointy cloth hat, very wizardly... |
Flareblight the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +1 Mag / +5 Wil / +3 Cun / +4 Con Changes resistances: +6% fire Changes damage: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashparry (6 def, 0 armour) =10oop 20hp=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +12% lightning / +16% fire / +3% light Changes damage: +11% fire Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Glymina (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +3 Cun / +4 Mag Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Grinosin the dwarven-steel helm (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +6 Str / +7 Dex / +4 Wil Reduces incoming crit damage: 15.00% See invisible: +12 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 936.8 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haloyalantir the Singecrack (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +15% fire Changes damage: +6% fire Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Halyntir (13 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes resistances: +25% lightning / +3% light / +26% mind / +6% darkness Physical save: +18 (+6 eff.) Mental save: +19 (+5 eff.) Teleport immunity: +20% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Hanelaran (0 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: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +9 Str / +13 Dex / +5 Cun Changes resistances: +15% lightning / +15% temporal It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 936.8 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Ivemina the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water Reduces incoming crit damage: 5.00% Maximum stamina: +20.00 A cap made of leather. |
Kalathad the Plaguewake (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Dex Changes resistances: +4% physical / +7% all Physical save: +13 (+4 eff.) Stamina each turn: +3.13 Only die when reaching: -83.52 life A cap made of leather. |
Korurion the Oakire (0 def, 4 armour) =item slow=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 56% Damage when hit (Melee): 10 nature / 10 fire Changes stats: +4 Str / +4 Con Changes resistances: +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) 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. |
Mayomina the Glacierorder (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Cun Changes resistances: +12% cold / +13% mind / +5% arcane Changes damage: +7% physical Mental save: +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Nerina (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 mind Changes stats: +6 Str Changes resistances: +6% blight / +15% darkness Critical mult.: +10.00% Mental save: +12 (+4 eff.) Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightfoe the voratun helm (8 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +5 Str / +7 Wil Changes resistances: +14% physical / +18% mind / +7% all Physical save: +28 (+9 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +45% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour) =main21=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 (+4 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. |
Scaldmonster (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 10 fire Changes stats: +3 Str / +2 Wil / +1 Cun Light radius: +2 A cap made of leather. |
Sootwyrd (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% darkness Physical save: +10 (+3 eff.) A cap made of leather. |
Sparkwaker (0 def, 3 armour) =SET:con|8=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex / +11 Wil / +8 Con Changes resistances: +9% lightning / +9% mind A cap made of leather. |
Starwild the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +3 (+0 eff.) Damage when hit (Melee): 4 light Changes resistances: +48% acid / +4% physical / +18% blight Poison immunity: +20% Stamina each turn: +3.03 Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
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." |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 3.5 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.75 mind and 28.86 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 5.54 mind and 7.02 darkness damage per turn and increases cooldowns by 33%. Haunted: Causes the target to suffer 8.88 mind and 11.26 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Turudur (0 def, 9 armour) =-70confu=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes resistances: +9% acid / +7% physical / +12% blight / +35% mind / +5% arcane Mental save: +29 (+8 eff.) Confusion immunity: +70% A cap made of leather. |
Umbraorder the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +18% light / +9% blight Physical save: +3 (+1 eff.) Confusion immunity: +20% Maximum life: +20.00 A pointy cloth hat, very wizardly... |
Undeathmonster (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Changes stats: +13 Lck / +4 Wil Changes resistances: +15% nature Critical mult.: +20.00% Mental save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velymina (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +3% darkness / +16% cold Healing mod.: +15% A pointy cloth hat, very wizardly... |
Voradhenor (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +9 Wil / +2 Cun Changes resistances: +12% fire / +11% physical / +19% mind / +15% cold Physical save: +11 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +34% A cap made of leather. |
Weeptitan the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Defense: +3 (+0 eff.) Changes stats: +5 Mag / +6 Con Changes resistances: +11% lightning / +9% temporal / +16% mind / +9% nature Changes damage: +3% physical Physical save: +11 (+3 eff.) Mental save: +13 (+4 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Xanesetira (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +1 Wil Physical save: +11 (+3 eff.) Spell save: +3 (+1 eff.) Light radius: +3 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanyldassra the hardened leather cap (0 def, 3 armour) =3STA/t=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +4 Con Physical save: +18 (+6 eff.) Stamina each turn: +3.00 A cap made of leather. |
Xeramira the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Critical mult.: +5.00% Damage Shield penetration: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of the sentry (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Life regen: +5.70 Infravision radius: +7 See stealth: +5 See invisible: +7 Damage Shield Power: +11% Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 30% and attempts to push all creatures other than yourself out of its radius, inflicting 6.97 light damage and 9.38 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
bladed hardened leather cap of constitution (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Con It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 936.8 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 936.8 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.champion's drakeskin leather cap of dexterity (+6) (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 / +9 Dex / +4 Wil Mental save: +10 (+3 eff.) Light radius: +2 A cap made of leather. |
defender's drakeskin leather cap of sanctity (6 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +5% Changes resistances: +10% blight / +10% darkness / +5% all Physical save: +5 (+1 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
drakeskin leather cap 'Xywe' (0 def, 5 armour) =fount=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +25 (+5 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Str / +5 Wil / +9 Con Changes damage: +24% physical Mental save: +15 (+4 eff.) Light radius: +2 A cap made of leather. |
elven-silk wizard hat 'Chamylatharan' (39 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +39 (+9 eff.) Changes stats: +5 Str / +6 Wil / +7 Cun Changes resistances: +25% lightning / +6% physical / +12% acid Physical save: +15 (+5 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Barkmaim' (0 def, 3 armour) =slow/hit=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 56% Damage when hit (Melee): 8 lightning Changes resistances: +7% acid / +6% darkness / +8% fire / +8% cold / +9% lightning A cap made of leather. |
hardened leather cap 'Cuthyzor' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +6% mind Critical mult.: +20.00% Infravision radius: +3 A cap made of leather. |
hardened leather cap 'Ulfigakhad' (0 def, 3 armour) =3sta=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes damage: +9% physical Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +3.00 A cap made of leather. |
iron helm 'Demonraven' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes stats: +2 Dex / +2 Wil Changes resistances: +3% darkness See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Starbender' (0 def, 3 armour) =2 li=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +3% light Spell save: +3 (+1 eff.) Poison immunity: +20% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Sleetmire' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag Changes resistances: +16% acid A pointy cloth hat, very wizardly... |
linen wizard hat of knowledge (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +4 Wil A pointy cloth hat, very wizardly... |
prismatic iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Aeramina' (0 def, 5 armour) =+2sta/t=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +1% Changes resistances penetration: +10% physical Stamina each turn: +2.00 Stamina when hit: +0.90 Maximum stamina: +30.00 A cap made of leather. |
rough leather cap 'Leledin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +1 Dex Changes resistances: +6% fire / +6% cold Critical mult.: +10.00% A cap made of leather. |
rough leather cap 'Nerunn' (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% acid / +9% mind Physical save: +6 (+2 eff.) Maximum life: +40.00 A cap made of leather. |
shielding linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +16% light Spell save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing iron helm of strength (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Hellonslaught' (0 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 power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +4 Str / +5 Con Changes resistances: +14% darkness / +15% fire / +13% cold / +12% mind / +17% light Changes resistances penetration: +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Barolin (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +8 Str / +2 Mag / +3 Wil / +6 Con Changes resistances: +5% arcane / +17% cold A suit of armour made of mail. |
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. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 4.5 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 38.97 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Shinepython (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 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: +7 Str / +1 Dex / +11 Wil / +8 Cun / +3 Con Changes resistances: +8% mind / +9% light Mental save: +41 (+11 eff.) Maximum life: +63.00 See invisible: +9 A suit of armour made of mail. |
fortifying steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Con Maximum life: +38.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Maximum life: +41.00 A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Life regen: +3.00 Stamina each turn: +1.00 A suit of armour made of mail. |
steel mail armour 'Xomina' (2 def, 6 armour) =19proc=Requires: - Heavy armour training - Strength 20 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 acid / 10 fire Damage when hit (Melee): 9 acid / 8 fire Changes resistances: +10% acid / +10% fire / +6% mind / +16% temporal Mental save: +14 (+4 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Betyrin (14 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +24% lightning / +14% darkness / +16% blight / +3% mind / +3% light Life regen: +7.00 Maximum life: +30.00 Light radius: +1 Healing mod.: +12% A suit of armour made of leather. |
Bokuregodas the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +3 Cun Changes resistances: +16% acid / +3% light / +3% lightning Spell save: +6 (+2 eff.) A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 It can be used to turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns Activation costs 30 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Delimarig the drakeskin leather armour (30 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +30 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 2 temporal Changes stats: +8 Dex / +3 Wil / +9 Cun Changes resistances: +7% physical Critical mult.: +10.00% Physical save: +24 (+8 eff.) Life regen: +6.00 Stamina each turn: +1.90 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
Earthidol the drakeskin leather armour (25 def, 25 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +25 Defense: +25 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 6 arcane Changes stats: +9 Cun / +10 Dex Changes resistances: +30% acid / +25% cold / +9% nature Critical mult.: +5.00% A suit of armour made of leather. |
Ebonywar the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 acid Changes stats: +7 Cun / +6 Wil Changes resistances: +5% arcane / +9% cold Reduces incoming crit damage: 15.00% Mental save: +37 (+10 eff.) Disease immunity: +20% Silence immunity: +20% A suit of armour made of leather. |
Hanukalthofang (9 def, 8 armour) =80hp 15cspeed -20tele=Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% mind Spell save: +3 (+1 eff.) Mental save: +28 (+8 eff.) Teleport immunity: +20% Maximum life: +80.00 Combat speed: +15% Casting speed: +15% A suit of armour made of leather. |
Korobers the Windgrind (35 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +23 Defense: +35 (+8 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 56% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 9 fire Changes resistances: +6% temporal / +30% physical / +28% fire / +6% nature / +10% mind Mental save: +23 (+6 eff.) Stamina each turn: +1.50 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 8.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 234 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +15% fire Changes damage: +10% all / +20% fire Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 5.5 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 109.83 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Rotripper the drakeskin leather armour (30 def, 18 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +30 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 56% Damage when hit (Melee): 8 mind Changes stats: +9 Cun / +10 Dex Changes resistances: +12% acid / +15% nature A suit of armour made of leather. |
Scabvice (6 def, 4 armour) =20acc, item slow, 25pen=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +8.0% Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +2% physical / +19% cold Changes resistances penetration: +25% physical Changes damage: +6% physical A suit of armour made of leather. |
Silyda (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun / +7 Wil Changes resistances: +9% acid / +20% temporal / +3% light / +6% fire Mental save: +21 (+6 eff.) Stun/Freeze immunity: +10% Combat speed: +15% Casting speed: +15% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Sootkill the reinforced leather armour (37 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +7 Defense: +37 (+9 eff.) Fatigue: +8% Effects on melee hit: * 23% chance to reduce damage dealt by 24% Damage when hit (Melee): 10 mind Changes resistances: +20% lightning / +12% fire Physical save: +18 (+6 eff.) Only die when reaching: -60.00 life A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 12 power out of 30/30) : Effective talent level: 3.5 Power cost: 12 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 81.58 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
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. |
Turumakhad the Kindlewitch (3 def, 6 armour) =30acc 2regen=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Armour: +6 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of leather. |
Xanegaba the Stokewilder (12 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Dex / +5 Wil / +5 Cun Changes resistances: +18% cold Changes resistances penetration: +15% fire Mental save: +11 (+3 eff.) Movement speed: +20% A suit of armour made of leather. |
cured leather armour 'Eilinidhelle' (6 def, 11 armour) =18rPhy=Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage when hit (Melee): 2 mind Changes stats: +2 Cun Changes resistances: +18% physical / +28% fire Critical mult.: +10.00% Physical save: +12 (+4 eff.) A suit of armour made of leather. |
drakeskin leather armour 'Blindripper' (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 23% chance to reduce all saves and defense by 29 Damage when hit (Melee): 8 cold Changes resistances: +20% acid / +20% physical / +20% lightning / +20% fire / +12% mind / +47% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of temporal resistance (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +15% temporal A suit of armour made of leather. |
drakeskin leather armour of the void (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 9 darkness Changes resistances: +17% darkness / +22% temporal Defense after a teleport: +17 Resist all after a teleport: +10% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 15 turns. A suit of armour made of leather. |
duelist's reinforced leather armour of Eyal (17 def, 15 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Dex Life regen: +5.00 Maximum life: +68.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening drakeskin leather armour of command (34 def, 13 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +34 (+8 eff.) Fatigue: +8% Changes stats: +9 Cun / +6 Wil Mental save: +36 (+10 eff.) A suit of armour made of leather. |
enlightening drakeskin leather armour of the deep (20 def, 11 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun / +3 Wil Changes resistances: +10% acid / +12% cold Allows you to breathe in: water Mental save: +17 (+5 eff.) A suit of armour made of leather. |
enlightening hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Mental save: +15 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +7 Wil Changes resistances: +23% lightning Mental save: +18 (+5 eff.) A suit of armour made of leather. |
hardened leather armour 'Islaravea' (15 def, 11 armour) =15oop=Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +15 (+3 eff.) Fatigue: +8% Changes stats: +4 Str / +7 Dex / +5 Mag / +8 Cun Changes resistances: +6% acid / +15% cold Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
marauder's reinforced leather armour of command (27 def, 11 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +27 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +3 Cun Physical save: +13 (+4 eff.) Mental save: +12 (+4 eff.) A suit of armour made of leather. |
nimble hardened leather armour (14 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +5 Dex Movement speed: +20% A suit of armour made of leather. |
nimble reinforced leather armour of the deep (18 def, 11 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +11 Defense: +18 (+4 eff.) Fatigue: +8% Changes stats: +2 Dex Changes resistances: +10% acid / +11% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour 'Plaguetrencher' (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 6 mind / 4 darkness Changes resistances: +9% nature / +20% light Life regen: +12.60 Maximum life: +61.00 Healing mod.: +18% A suit of armour made of leather. |
rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour) =14regen=Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +14.40 Stamina each turn: +1.50 Maximum life: +29.00 Healing mod.: +17% A suit of armour made of leather. |
rejuvenating reinforced leather armour of Toknor (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Critical mult.: +13.00% Life regen: +4.20 Stamina each turn: +0.70 A suit of armour made of leather. |
troll-hide drakeskin leather armour of alacrity (20 def, 8 armour) =13regen 15cspeed 20def=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +13.10 Maximum life: +51.00 Combat speed: +15% Casting speed: +15% Healing mod.: +17% A suit of armour made of leather. |
troll-hide hardened leather armour of Toknor (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Critical mult.: +10.00% Life regen: +4.40 Maximum life: +34.00 Healing mod.: +13% A suit of armour made of leather. |
troll-hide reinforced leather armour of fire resistance (12 def, 7 armour) =7.3regen=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +20% fire Life regen: +7.30 Maximum life: +51.00 Healing mod.: +10% A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour) =main20=Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Life regen: +4.40 Maximum life: +35.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened stralite plate armour (0 def, 21 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Fatigue: +22% Changes resistances: +11% acid / +9% physical / +9% cold / +9% lightning / +9% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.reinforced voratun shield of earthen fury (0 def, 24 armour, 275.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +24 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Velora the Pusquench (21/21, 153% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 153% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +32 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to slow global speed by 56% Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +20 nature / +20 fire Arrows are used with bows to pierce your foes to death. |
4 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. |
This item will automatically be transmogrified when you leave the level.sapphire 0.00 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 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Alenik the voratun pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +8 Str Changes resistances: +5% physical / +18% cold Reduces incoming crit damage: 15.30% Physical save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Beydan (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +5% arcane / +9% lightning Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) Silence immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelama (dig speed 19 turns) =15crit 15oop=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 10 blight Changes stats: +13 Str / +7 Mag / +12 Wil Changes resistances: +6% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.Galetooth the voratun pickaxe (dig speed 7 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: Physical crit. chance: +14.0% Damage when hit (Melee): 4 arcane Changes stats: +12 Str / +7 Wil Changes resistances: +5% arcane Changes damage: +15% fire Mental save: +15 (+4 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hurochik the Lightningworth (dig speed 15 turns) =80hp=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Changes resistances: +15% lightning / +15% darkness Changes resistances penetration: +19% physical Mental save: +12 (+4 eff.) Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Marduzor the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+3 eff.) Changes stats: +1 Str Changes resistances: +2% physical Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 5.5 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 67.37 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Velugatira (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% light Reduces incoming crit damage: 5.00% Maximum life: +24.00 Maximum stamina: +24.00 Light radius: +3 Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +24.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Soottickler' (dig speed 37 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +5 Dex / +3 Mag Changes resistances: +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Cun / +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Brightrend the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +2 Wil Changes resistances: +12% fire Light radius: +5 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. |
Cyrelaith =20slow, 20anti-saves/def=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 29 * 20% chance to slow global speed by 56% * 10 arcane resource burn Changes resistances: +18% cold Changes resistances penetration: +6% all Spell save: +6 (+2 eff.) Light radius: +5 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. |
Cyrilralaith the brass lantern =5li=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +6% blight / +1% physical Maximum stamina: +10.00 Light radius: +5 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. |
Floehunt the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 10% chance to slow global speed by 56% Changes resistances: +6% nature / +9% cold Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +10% 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. |
Glintsear the brass lantern =main46=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +20 (+5 eff.) Damage when hit (Melee): 6 light Changes stats: +2 Con Changes damage: +6% physical Maximum life: +43.00 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. |
Gloreldata =40hp 6armour=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% blight Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Maximum life: +40.00 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. |
Ivamitira the Dawnraider =20mburn 43hp=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +5% arcane / +9% fire Maximum life: +43.00 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. |
Kindlevagrant =5li 2regen anti-def=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +3% light / +9% fire Reduces incoming crit damage: 5.00% Life regen: +2.00 Light radius: +5 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. |
Neromiwe the brass lantern =2-4stats=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Mag / +2 Wil / +3 Cun / +4 Con Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +2 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. |
Ragydir the DawnstingerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +4 Mag Changes resistances: +3% light Reduces incoming crit damage: 5.00% Maximum life: +40.00 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Vorymith the Undeathbloom =5li=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 56% Changes resistances: +3% temporal / +1% physical Light radius: +5 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. |
brass lantern 'Coalking'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% darkness Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +9 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. |
ethereal alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Mag Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of corpselight =undead=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% blight / +7% darkness Light radius: +6 Infravision radius: +3 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 60 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes stats: +5 Wil Critical mult.: +13.00% Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +13 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of health =9li=Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +35% Confusion immunity: +20% Maximum life: +53.00 Light radius: +9 See stealth: +11 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 6.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 6.5 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 87% of the healing done. This effect scales with your Magic stat. Activation costs 44 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.arcing pouch of voratun shots of corruption (22/22, 166% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.arcing pouch of voratun shots of wind (23/23, 166% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage * 25% chance for lightning to strike from the target to a second target dealing 47 damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of voratun shots of accuracy (23/23, 166% power, 6 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bosakath [power 110] (9 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +1% physical Mental save: +6 (+2 eff.) Pinning immunity: +20% Healing mod.: +10% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 206 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Cloudblack [power 49] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Cun Reduces incoming crit damage: 10.00% Cut immunity: +20% Confusion immunity: +10% Pinning immunity: +20% Maximum life: +80.00 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 47. Torques are made by powerful psionics to store psionic powers. |
Cracklewoe the steel torque of gale force [power 170] (9 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +3% mind It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 319 physical damage Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Daguchak [power 475] (9 cooldown) =mb=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% blight / +24% fire / +5% arcane Physical save: +18 (+6 eff.) Spell save: +9 (+3 eff.) Poison immunity: +20% Silence immunity: +20% It can be used to blast the opponent's mind dealing 584 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Darkraven [power 230] (9 cooldown) =mb=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances penetration: +20% fire Changes damage: +15% fire It can be used to blast the opponent's mind dealing 282 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Emelinne the stralite torque of psionic shield [power 131] (15 cooldown) =psi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +6 Wil / +3 Con Changes resistances: +9% lightning / +6% temporal / +15% mind / +6% nature Spell save: +12 (+4 eff.) Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 74. Torques are made by powerful psionics to store psionic powers. |
Emelyrita the Stormblur [power 270] (9 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Con Changes resistances: +18% lightning Light radius: +3 Infravision radius: +3 See invisible: +12 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 507 physical damage Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Flashserpent [power 475] (9 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% light Mental save: +18 (+5 eff.) It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 893 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 33% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Frigidwedge [power 100] (9 cooldown) =mb=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 cold It can be used to blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lustrevein [power 350] (9 cooldown) =mb, 30def, 15oop=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +6 Defense: +30 (+7 eff.) Changes stats: +5 Dex Changes resistances: +9% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 430 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Mileg [power 185] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +5 Mental save: +3 (+1 eff.) It can be used to blast the opponent's mind dealing 227 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Olegorn [power 265] (9 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Changes stats: +3 Dex / +3 Wil Changes resistances: +12% lightning / +15% nature Life regen: +4.00 Only die when reaching: -80.00 life It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 498 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 4.5 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 139 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
cleansing iron torque of gale force [power 105] (9 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 197 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield [power 73] (15 cooldown) =use=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of mindblast [power 170] (9 cooldown) =mb=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 209 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending dwarven-steel torque of psionic shield [power 63] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns 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. |
extending steel torque of clear mind [power 2] (15 cooldown) =SET:anti-soli=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns 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. |
focusing voratun torque of mindblast [power 445] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 547 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of psionic shield [power 191] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 191 for 5 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of gale force [power 590] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 16 spaces and dealing 1109 physical damage Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of psionic shield [power 73] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of mindblast [power 170] (9 cooldown) =mb=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 209 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of gale force [power 150] (6 cooldown) =gale=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 282 physical damage Activation puts all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of psionic shield [power 123] (12 cooldown) =also good=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Pitchguile' [power 131] (15 cooldown) =psi=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +7 Mag Critical mult.: +20.20% It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast [power 435] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 535 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Blindbender the dragonbone totem of stinging [power 560] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Light radius: +3 It can be used to sting an enemy dealing 588 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 58% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Chargelady the yew totem of summon tentacle [power 265] (15 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning / 8 cold Changes resistances: +27% lightning It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 658 Base Damage: 313 Armor: 30 All Resist: 27 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 74. Natural totems are made by powerful wilders to store nature power. |
Cloudstun [power 500] (9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +9% cold Spell save: +15 (+5 eff.) Confusion immunity: +20% Knockback immunity: +20% Teleport immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 500 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Coalbearer the elven-wood totem of summon tentacle [power 335] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% blight / +9% fire / +15% mind It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 947 Base Damage: 403 Armor: 40 All Resist: 26 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 94. Natural totems are made by powerful wilders to store nature power. |
Fogenvy [power 165] (15 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes resistances: +15% blight / +6% mind / +12% darkness It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 388 Base Damage: 192 Armor: 14 All Resist: 15 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Islykira [power 410] (9 cooldown) =sting=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +10 Str / +4 Con Infravision radius: +3 It can be used to sting an enemy dealing 430 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Heal for 61. Natural totems are made by powerful wilders to store nature power. |
Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 15 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Shimmerlady [power 260] (9 cooldown) =sting, cleanse=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Changes resistances: +3% lightning It can be used to sting an enemy dealing 273 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Urthyneg the Frozenviper [power 122] (9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% mind It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Urukan the Umbrastriker [power 302] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +2 Dex / +3 Wil / +6 Con Changes resistances: +6% light Reduces incoming crit damage: 15.00% It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Velytha the Airroar [power 260] (9 cooldown) =sting, evade=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +9% lightning It can be used to sting an enemy dealing 273 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 28% for 2 turns. * Gain a 16% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Velythra the ash totem of summon tentacle [power 160] (15 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +8 Wil Critical mult.: +15.00% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 379 Base Damage: 190 Armor: 19 All Resist: 17 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Yvyth [power 560] (9 cooldown) =sting, 40evade=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +9% mind It can be used to sting an enemy dealing 588 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Bokagrim' [power 185] (15 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes stats: +5 Wil / +1 Cun / +3 Con Knockback immunity: +20% Life regen: +4.00 Infravision radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 527 Base Damage: 224 Armor: 20 All Resist: 11 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing elven-wood totem of healing [power 386] (9 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 386 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Sootwake' [power 488] (9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +6% cold / +15% darkness / +12% mind It can be used to heal yourself and all friendly characters within 10 spaces for 488 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 105] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 105 Armor: 6 All Resist: 2 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Frigiddash' [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal / +27% cold Light radius: +3 It can be used to sting an enemy dealing 455 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Unlightviper' [power 350] (9 cooldown) =sting, 15oop=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +3% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 367 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Emelona' [power 365] (15 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Cun / +5 Dex Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1022 Base Damage: 426 Armor: 40 All Resist: 35 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
evasive dragonbone totem of summon tentacle [power 385] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1019 Base Damage: 448 Armor: 34 All Resist: 49 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elven-wood totem of stinging [power 362] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 380 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of stinging [power 740] (13 cooldown) =sting=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 777 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of thorny skin [power 94] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 94 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
piercing dragonbone totem of summon tentacle [power 350] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 939 Base Damage: 389 Armor: 29 All Resist: 27 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of healing [power 248] (7 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 248 Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of summon tentacle [power 205] (10 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 578 Base Damage: 241 Armor: 13 All Resist: 5 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 224] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 224 Activation puts all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Gunomnir' [power 302] (9 cooldown) =sting=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Wil / +11 Mag Changes resistances: +9% acid It can be used to sting an enemy dealing 317 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Abyssbreacher the dragonbone wand of shielding [power 554] (12 cooldown) =shield=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 6 physical / 6 fire Changes stats: +3 Dex / +8 Con Physical save: +15 (+5 eff.) Maximum stamina: +30.00 It can be used to create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 3 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. |
Adunne the dragonbone wand of conjuration [power 475] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +6 Dex Changes resistances: +7% physical Maximum wards: +6 blight / +6 lightning / +4 light / +5 darkness Changes damage: +27% physical Talent granted: +1 Ward Stamina each turn: +3.13 It can be used to fire a magical bolt dealing 532 fire damage Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Blazebrand [power 190] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 25% Changes resistances: +6% lightning It can be used to fire a magical bolt dealing 286 cold damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Emetta the Gloommarrow [power 308] (12 cooldown) =shield=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 cold Changes resistances: +9% blight / +12% light Mental save: +3 (+1 eff.) Cut immunity: +20% It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flashkiss the ash wand of lightning storm [power 206] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +5 Dex / +3 Mag / +2 Con Changes resistances: +6% light Mental save: +6 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (385 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glevea [power 9] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +3 Cun / +2 Con Changes damage: +30% physical Infravision radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Islidherin the Taintrazor [power 370] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% * 20% chance to reduce armor by 25% It can be used to fire a magical bolt dealing 558 cold damage Activation puts all charms on cooldown for 9 turns. When used: * Heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Layeba the Boltblur [power 165] (9 cooldown) =3 effects but is bolt=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% lightning It can be used to fire a magical bolt dealing 308 lightning damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. * Cleanse 1 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 95 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Sparkbliss [power 434] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +8.4% Changes stats: +3 Dex / +2 Wil Changes resistances: +9% lightning / +3% physical Changes damage: +9% physical Only die when reaching: -83.52 life Infravision radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 162 lightning damage and will be dazed for 1 turn (811 total damage) Activation puts all charms on cooldown for 9 turns. When used: * 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. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal It can be used to release a radius 2 burst of void energy at up to range 5, dealing 145.22 temporal and 213.72 darkness damage (based on Magic) Activation costs 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
cleansing yew wand of lightning storm [power 272] (9 cooldown) =daze, cleans=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (508 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 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. |
elm wand of shielding 'Crackletrial' [power 116] (12 cooldown) =SET:rLn=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 25% Changes resistances: +9% lightning Changes damage: +9% physical It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Earthhunt' [power 122] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Damage when hit (Melee): 2 nature / 2 lightning Changes resistances: +3% light It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Tundraedge' [power 116] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% darkness Blindness immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum life: +20.00 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Dawnbender' [power 410] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +15 Str / +2 Mag Changes resistances: +9% light Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 153 lightning damage and will be dazed for 1 turn (766 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of lightning storm [power 764] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 285 lightning damage and will be dazed for 1 turn (1428 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of lightning storm [power 500] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 187 lightning damage and will be dazed for 1 turn (935 total damage) Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 344] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of lightning storm [power 182] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (340 total damage) Activation puts all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance [power 16] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 lightning / +3 acid / +6 light / +6 darkness Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 16, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Hailwrecker' [power 12] (9 cooldown) =80hp, 30ppow=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +6 Changes stats: +2 Con Changes resistances: +5% arcane / +24% cold Only die when reaching: -80.00 life It can be used to reveal the area around you, dispelling darkness (radius 12, power 58 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 302] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 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. |
5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Doomelf Brawler!! the Doomelf Brawler level 39
33rd Dusk 123rd year of Ascendancy at 23:54 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doomelf Brawler!! the Doomelf Brawler level 50
29th Regrowth 124th year of Ascendancy at 18:42 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Doomelf Brawler!! the Doomelf Brawler level 38
69th Pyre 123rd year of Ascendancy at 09:08 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Doomelf Brawler!! the Doomelf Brawler level 49
76th Haze 123rd year of Ascendancy at 12:46 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Doomelf Brawler!! the Doomelf Brawler level 42
49th Dusk 123rd year of Ascendancy at 09:36 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Doomelf Brawler!! the Doomelf Brawler level 11
53rd Dusk 122nd year of Ascendancy at 06:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Doomelf Brawler!! the Doomelf Brawler level 41
44th Dusk 123rd year of Ascendancy at 14:00 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Doomelf Brawler!! the Doomelf Brawler level 33
9th Pyre 123rd year of Ascendancy at 02:33 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Doomelf Brawler!! the Doomelf Brawler level 27
39th Regrowth 123rd year of Ascendancy at 23:38 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Doomelf Brawler!! the Doomelf Brawler level 24
70th Haze 122nd year of Ascendancy at 15:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doomelf Brawler!! the Doomelf Brawler level 34
40th Pyre 123rd year of Ascendancy at 10:34 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Doomelf Brawler!! the Doomelf Brawler level 47
72nd Haze 123rd year of Ascendancy at 20:06 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Doomelf Brawler!! the Doomelf Brawler level 6
78th Pyre 122nd year of Ascendancy at 10:37 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doomelf Brawler!! the Doomelf Brawler level 33
13rd Pyre 123rd year of Ascendancy at 12:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Doomelf Brawler!! the Doomelf Brawler level 10
14th Dusk 122nd year of Ascendancy at 06:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Doomelf Brawler!! the Doomelf Brawler level 20
34th Haze 122nd year of Ascendancy at 20:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Doomelf Brawler!! the Doomelf Brawler level 30
69th Regrowth 123rd year of Ascendancy at 12:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Doomelf Brawler!! the Doomelf Brawler level 40
38th Dusk 123rd year of Ascendancy at 02:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Doomelf Brawler!! the Doomelf Brawler level 50
2nd Wintertide 124th year of Ascendancy at 20:00 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Doomelf Brawler!! the Doomelf Brawler level 22
43rd Haze 122nd year of Ascendancy at 17:07 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Doomelf Brawler!! the Doomelf Brawler level 50
31st Regrowth 124th year of Ascendancy at 04:27 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Doomelf Brawler!! the Doomelf Brawler level 26
3rd Decay 122nd year of Ascendancy at 19:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Doomelf Brawler!! the Doomelf Brawler level 29
58th Regrowth 123rd year of Ascendancy at 13:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Doomelf Brawler!! the Doomelf Brawler level 21
39th Haze 122nd year of Ascendancy at 18:11 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Doomelf Brawler!! the Doomelf Brawler level 41
44th Dusk 123rd year of Ascendancy at 17:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Doomelf Brawler!! the Doomelf Brawler level 10
47th Dusk 122nd year of Ascendancy at 16:42 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Doomelf Brawler!! the Doomelf Brawler level 50
2nd Allure 124th year of Ascendancy at 12:22 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Doomelf Brawler!! the Doomelf Brawler level 50
6th Regrowth 124th year of Ascendancy at 10:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Doomelf Brawler!! the Doomelf Brawler level 10
31st Dusk 122nd year of Ascendancy at 14:39 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Doomelf Brawler!! the Doomelf Brawler level 44
78th Dusk 123rd year of Ascendancy at 08:15 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Doomelf Brawler!! the Doomelf Brawler level 29
57th Regrowth 123rd year of Ascendancy at 22:00 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Doomelf Brawler!! the Doomelf Brawler level 24
72nd Haze 122nd year of Ascendancy at 12:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Doomelf Brawler!! the Doomelf Brawler level 16
10th Haze 122nd year of Ascendancy at 07:59 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Doomelf Brawler!! the Doomelf Brawler level 37
67th Pyre 123rd year of Ascendancy at 23:37 see stats
Log
Doomelf Brawler!! killed Ritch hive mother!
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Talent Double Strike is ready to use.
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Resting starts...
Talent Rush is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
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Ritch larva's morale has been lowered.
Ran for 29 turns (stop reason: hostile spotted to the west (ritch larva)).
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Doomelf Brawler!! rushes out!
Doomelf Brawler!! performs a melee critical strike against Ritch larva!
You collect a new ingredient: ritch stinger (1).
Doomelf Brawler!! hits Ritch larva for 682 physical damage.
Doomelf Brawler!! killed Ritch larva!
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Resting starts...
Talent Rush is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
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There is a way to the previous level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 14 turns (stop reason: interesting character).



























































































































































































































































































