Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Embers of Rage 1.4.4Official 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Doomed |
Level / Exp | 50 / 1861% |
Size | medium |
Lifes / Deaths | Killed by Bethabeth the large white snake at level 42 on the 36th Pyre 123rd year of Ascendancy at 01:52 2 / 5Killed by Lisikira the bone giant at level 49 on the 32nd Dusk 123rd year of Ascendancy at 11:03 Killed by Heavy Sentinel at level 49 on the 34th Dusk 123rd year of Ascendancy at 15:03 Killed by Silothra the orc cryomancer at level 50 on the 13rd Pyre 124th year of Ascendancy at 17:38 Killed by Emubeth the dredgling at level 50 on the 14th Pyre 124th year of Ascendancy at 22:10 |
Primary Stats
Strength | 85 (base 64) |
Dexterity | 87 (base 29) |
Constitution | 65 (base 12) |
Magic | 83 (base 11) |
Willpower | 166.20194409884 (base 64) |
Cunning | 137.6 (base 60) |
Resources
Hate | 145/145 |
Equilibrium | 22 |
Life | 1185/1371 |
Stamina | 535/648 |
Psi | 233/276 |
Healing Factor | 1.3900000000001 |
Regeneration | 15.498500000002 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +143.0643833488% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 25 |
See Invisible | 28 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 187 |
Accuracy | 60 |
Crit Chance | 77% |
APR | 102 |
Speed | 1.00 |
Offense: Offhand
Damage | 193 |
Accuracy | 60 |
Crit Chance | 77% |
APR | 102 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 99 |
Crit Chance | 99% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | -34.858783339483 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 51 |
Mental Save | 73 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 15% |
Blind Resistance | 15% |
Disarm Resistance | 32% |
Pinning Resistance | 23% |
Silence Resistance | 89% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 770% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 35% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 697 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -992 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 839 damage for 6 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Punishments | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Deflection |
talent | Psiblades |
talent | Call Shadows |
talent | Secrets of the Eternals |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is surrounded by a magical shield, absorbing 555/845 damage before it crumbles. Damage Shield |
beneficial effect | Guarding against melee damage: Will dismiss up to 377 damage from the next 2.8 attack(s). Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The target has been splashed with acid, taking 53.48 acid damage per turn, reducing armour by 74 and attack by 64. Acid Splash |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 6%. Strength and Willpower are increased by 3. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | 50% chance to fully absorb any damaging actions. Leaves Cover |
beneficial effect | The target is recovering 25 life each turn. Recovery |
beneficial effect | Increases global action speed by 43%. Speed |
beneficial effect | All stats increased by 43. Pain Enhancement System |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Nerebeth the polar bear. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 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: 1566. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Arikalthothel' (0 def, 5 armour) pair of voratun boots 'Arikalthothel' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +1 Cun / +2 Con Changes resistances: +22% darkness / +23% temporal Changes resistances penetration: +18% temporal / +15% darkness / +25% physical Changes damage: +6% mind Silence immunity: +89% Confusion immunity: +69% Stun/Freeze immunity: +96% Only die when reaching: -40.00 life Mental crit. chance: +2% Defense after a teleport: +25 Resist all after a teleport: +20% New effects duration reduction after a teleport: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Duvuhor the Dourswift Duvuhor the DourswiftPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +2 Dex / +6 Wil Changes resistances: +6% darkness / +9% cold / +12% light / +10% temporal Changes damage: +21% darkness / +10% mind Damage affinity(heal): +5% darkness Reduces incoming crit damage: 17.00% Mental save: +14 (+4 eff.) Light radius: +4 Infravision radius: +5 See stealth: +25 See invisible: +28 Defense after a teleport: +16 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 274.31 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | heroic voratun gauntlets of dispersion (0 def, 8 armour) heroic voratun gauntlets of dispersion (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 19 arcane Changes stats: +9 Mag / +9 Wil Changes resistances: +9% arcane Mental save: +13 (+4 eff.) Maximum life: +75.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Branorin the Ashrip [power 163] (20 cooldown) Branorin the Ashrip [power 163] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances penetration: +15% fire Changes damage: +12% mind / +9% fire Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (+15 turn) Talent granted: +14 Silence Psi when hit: +0.12 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 163 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Ashpain' steel ring 'Ashpain'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Cun / +10 Wil Changes resistances: +5% arcane Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +20.00 Mindpower: +13 (+2 eff.) Rings can have magical properties. |
On fingers | Scorchwedge ScorchwedgePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +15 Physical power: +10 (+3 eff.) Defense: +17 (+7 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +8 Con Changes resistances: +26% acid / +12% blight / +30% fire / +24% cold / +30% lightning Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
Around neck | Bethota the Boltmistress Bethota the BoltmistressPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Fatigue: -10% Changes stats: +6 Mag / +7 Wil Changes resistances: +3% mind Changes resistances penetration: +15% mind Changes damage: +6% lightning / +8% temporal / +8% light / +7% physical / +8% darkness Critical mult.: +15.00% Mental save: +15 (+4 eff.) Confusion immunity: +17% Life regen: +4.50 Maximum psi: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Mindpower: +23 (+4 eff.) Amulets can have magical properties. |
In main hand | Betulle the living mindstar (Nightmares) (18-19.8 power, 72 apr, nature damage) Betulle the living mindstar (Nightmares) (18-19.8 power, 72 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. The set is complete. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +72 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Changes resistances: +6% blight Changes resistances penetration: +12% mind / +12% darkness Changes damage: +15% mind / +15% darkness Physical save: +15 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.00 Mindpower: +36 (+6 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +50 Curse of Nightmares 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. |
Around waist | Porytha PorythaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +2 Str / +6 Dex / +6 Mag / +10 Wil / +6 Cun Maximum encumbrance: +60 Mental save: +14 (+4 eff.) Life regen: +0.20 Maximum life: +108.00 Maximum stamina: +10.00 Spell crit. chance: +5% Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | Ragykalthorin (Madness) (17.5-19.25 power, 72 apr, nature damage) Ragykalthorin (Madness) (17.5-19.25 power, 72 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. The set is complete. Base power: 17.5 - 19.3 Uses stats: 90% Wil, 54% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +72 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +15 (+5 eff.) Blindness immunity: +15% Disarm immunity: +10% Hate when firing a critical mind attack: +6.00 Only die when reaching: -40.00 life Maximum hate: +25.00 Mindpower: +36 (+6 eff.) Mental crit. chance: +5% Life leech chance: +22% Life leech: +25% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Madness 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. |
Cloak | Khelolegund (3 def, 0 armour) Khelolegund (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 8 blight Changes stats: +10 Cun / +6 Wil Changes resistances: +17% blight / +20% nature / +23% darkness Changes resistances penetration: +17% darkness Changes damage: +25% darkness / +6% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Stealth bonus: +25 Life regen: +3.00 Equilibrium when hit: +0.16 Mental crit. chance: +10% Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Hathyrezor the Brandparry (5 def, 22 armour) Hathyrezor the Brandparry (5 def, 22 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: +22 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Damage when hit (Melee): 4 fire Changes resistances: +26% lightning / +25% physical / +5% arcane / +24% fire Changes damage: +6% arcane Life regen: +3.20 Maximum life: +86.00 Healing mod.: +20% A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 283) healing infusion of the wizard (heal 283)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+26 for 11 turns, die at -1185) heroism infusion of the sneak (+26 for 11 turns, die at -1185)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -1185 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the warrior (+19 for 10 turns, die at -798) heroism infusion of the warrior (+19 for 10 turns, die at -798)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -798 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 ability. |
movement infusion (441% speed; 8 turns) movement infusion (441% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. 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 ability. |
regeneration infusion of the duelist (heal 522 over 5 turns) regeneration infusion of the duelist (heal 522 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 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 ability. |
regeneration infusion of the psychic (heal 914 over 5 turns) regeneration infusion of the psychic (heal 914 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 914 life over 5 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the psychic (rad 10; power 84; turns 4; dispells darkness)sun infusion of the psychic (rad 10; power 84; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 84) for 4 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 27%; cure mental, physical)wild infusion (resist 27%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 27% for 7 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 ability. |
wild infusion of the duelist (resist 26%; cure magical, physical) wild infusion of the duelist (resist 26%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 or physical effect and reduce all damage taken by 26% for 5 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 ability. |
wild infusion of the warrior (resist 38%; cure mental, physical) wild infusion of the warrior (resist 38%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 38% for 8 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 ability. |
controlled phase door rune of the sneak (range 14) controlled phase door rune of the sneak (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 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 in a range of 14. 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 ability. |
invisibility rune of the psychic (power 26 for 12 turns) invisibility rune of the psychic (power 26 for 12 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 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 become invisible (power 26) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
phase door rune of the duelist (range 16; power 48; dur 6) phase door rune of the duelist (range 16; power 48; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. 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 ability. |
phase door rune of the psychic (range 23; power 65; dur 6) phase door rune of the psychic (range 23; power 65; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 65%, your defense is increased by 65 and all your resistances by 65%. 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 ability. |
phase door rune of the sneak (range 19; power 55; dur 6) phase door rune of the sneak (range 19; power 55; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. 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 ability. |
shielding rune of the duelist (absorb 520 for 6 turns) shielding rune of the duelist (absorb 520 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 520 damage for 6 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 ability. |
shielding rune of the wizard (absorb 478 for 6 turns) shielding rune of the wizard (absorb 478 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 478 damage for 6 turns. 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 ability. |
Arthagas ArthagasCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -6% Changes resistances penetration: +20% physical Life regen: +2.20 Healing mod.: +10% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dawnbore the voratun amulet Dawnbore the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Dex / +1 Wil / +3 Cun / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Changes damage: +9% light Critical mult.: +5.00% Physical save: +20 (+7 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 400 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Flarerain FlarerainInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +1 Cun Changes resistances: +15% physical Changes damage: +3% fire Mental save: +25 (+7 eff.) Stamina each turn: +1.20 Maximum hate: +10.00 Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Pusbreaker the stralite amulet Pusbreaker the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Fatigue: -2% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +6 Dex Changes resistances: +3% nature Changes resistances penetration: +5% physical / +10% temporal Talent masteries: +0.31 Cursed / One with shadows +0.31 Cursed / Dark sustenance Critical mult.: +16.00% Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 613.77 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
starseer's stralite amulet of vision starseer's stralite amulet of visionPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% darkness / +7% temporal / +7% light / +6% physical Blindness immunity: +34% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
steel amulet 'Gilyhad' steel amulet 'Gilyhad'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +3 Cun Talent mastery: +0.22 Cursed / Cursed aura Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +3.00 Light radius: +2 Amulets can have magical properties. |
stralite amulet 'Flashnail' stralite amulet 'Flashnail'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 light Changes resistances: +6% light Talent mastery: +0.34 Cursed / Force of will Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.34 Cursed / Darkness,0.34 Cursed / Dark sustenance) vitalizing stralite amulet of perfection (0.34 Cursed / Darkness,0.34 Cursed / Dark sustenance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.34 Cursed / Darkness +0.34 Cursed / Dark sustenance Physical save: +17 (+6 eff.) Life regen: +2.00 Maximum life: +47.00 Amulets can have magical properties. |
voratun amulet 'Tempestquarry' voratun amulet 'Tempestquarry'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 45% chance to daze Changes stats: +16 Mag Changes resistances: +24% lightning Changes damage: +15% lightning / +10% physical / +3% arcane Teleport immunity: +50% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +45.00 Combat speed: +10% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Cyrowen the Arcpeal Cyrowen the ArcpealInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +4 Effects on melee hit: * 15% chance to daze Changes stats: +10 Dex / +2 Wil / +10 Cun Changes resistances: +15% blight / +15% nature / +6% darkness Spell save: +3 (+1 eff.) Mental save: +13 (+4 eff.) Poison immunity: +30% Disease immunity: +27% Cut immunity: +10% Confusion immunity: +50% Stun/Freeze immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Gagaseta GagasetaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% temporal / +6% blight / +40% fire / +6% arcane / +6% cold Changes damage: +20% fire Spell save: +3 (+1 eff.) Pinning immunity: +5% Stun/Freeze immunity: +5% Rings can have magical properties. |
Harydor HarydorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Str / +11 Wil Reduces incoming crit damage: 15.00% Mental save: +12 (+3 eff.) Rings can have magical properties. |
Hathosus the Flashwedge Hathosus the FlashwedgeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +12 Physical power: +9 (+2 eff.) Defense: +14 (+6 eff.) Damage when hit (Melee): 4 fire Changes resistances: +15% fire / +18% mind / +5% arcane Changes damage: +9% fire / +18% mind / +5% all Spellpower: +15 (+5 eff.) Mindpower: +13 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
Lifebinding Emerald ring Lifebinding Emerald ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings can have magical properties. |
Mardoyon MardoyonInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 12 temporal Changes stats: +7 Wil Changes resistances: +30% lightning / +3% temporal / +6% acid Changes damage: +15% lightning / +6% temporal Physical save: +11 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +29 (+7 eff.) Rings can have magical properties. |
Murkrupture MurkrupturePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +8 Mag / +8 Wil / +5 Con Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +9% physical Grants telepathy: Humanoid/Orc Spell save: +16 (+6 eff.) Maximum stamina: +34.00 Spellpower: +25 (+8 eff.) Mindpower: +13 (+2 eff.) Infravision radius: +1 Rings can have magical properties. |
Ring of the Archlich 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 Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) 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. |
Shadepunish the voratun ring Shadepunish the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 16 nature Changes stats: +9 Str / +10 Con Changes resistances: +15% blight / +13% nature / +9% darkness Changes resistances penetration: +5% arcane Mental save: +15 (+4 eff.) Poison immunity: +27% Disease immunity: +30% Confusion immunity: +50% Rings can have magical properties. |
Singereeve SingereeveInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +15% blight / +6% temporal / +11% nature / +6% darkness Changes damage: +9% fire Spell save: +20 (+7 eff.) Poison immunity: +26% Disease immunity: +27% Stun/Freeze immunity: +45% Life regen: +3.40 Maximum stamina: +23.00 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 172.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Windborne Azurite ring Windborne Azurite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
Xanorin the steel ring Xanorin the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +13% physical Changes damage: +6% mind / +13% physical Critical mult.: +10.00% Mental crit. chance: +4% Rings can have magical properties. |
pixie's voratun ring of pilfering pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour penetration: +16 Defense: +16 (+7 eff.) Changes stats: +6 Cun / +8 Mag Spellpower: +14 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
psionicist's voratun ring of power psionicist's voratun ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Wil Mental save: +14 (+4 eff.) Spellpower: +15 (+5 eff.) Mindpower: +12 (+2 eff.) Rings can have magical properties. |
voratun ring 'Wildpeal' voratun ring 'Wildpeal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +16 Defense: +17 (+7 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 lightning / 12 nature Changes resistances: +12% nature Changes resistances penetration: +15% nature Changes damage: +6% nature It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +7 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
The Gaping Maw (Misfortune) (72-108 power, 4 apr) The Gaping Maw (Misfortune) (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Misfortune This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. Flashswift the voratun greatsword (Corpses) (65-104 power, 4 apr)Flashswift the voratun greatsword (Corpses) (65-104 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +20 (+8 eff.) Defense: +21 (+8 eff.) Changes stats: +3 Mag Critical mult.: +10.00% Spell save: +6 (+2 eff.) Disarm immunity: +69% Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Corpses Massive two-handed swords. |
Jetbane (Nightmares) (41.5-58.1 power, 6 apr) Jetbane (Nightmares) (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 35% chance to corrode armour Damage (Melee): +17 temporal / +19 nature When wielded/worn: Armour penetration: +15 Changes stats: +3 Con / +1 Mag Changes resistances: +12% temporal Changes resistances penetration: +14% acid / +14% physical Changes damage: +15% physical Physical save: +33 (+11 eff.) Disarm immunity: +5% Life regen: +2.50 Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. slime-covered voratun mace (Corpses) (45.5-63.7 power, 6 apr)slime-covered voratun mace (Corpses) (45.5-63.7 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of projection (Corpses) (43.5-60.9 power, 6 apr)voratun mace of projection (Corpses) (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 mind Curse of Corpses It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Ebonyhacker (Misfortune) (15.5-17.05 power, 40 apr, mind damage) Ebonyhacker (Misfortune) (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +8 Cun Changes resistances: +9% mind Changes damage: +9% blight / +9% mind Critical mult.: +25.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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. |
Flameripper (Madness) (16.5-18.15 power, 40 apr, nature damage) Flameripper (Madness) (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Changes resistances: +6% lightning / +9% temporal / +3% fire / +6% arcane / +6% nature Changes resistances penetration: +5% fire Changes damage: +10% acid Equilibrium when hit: +1.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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 (Madness) (22-24.2 power, 40 apr, mind damage) Nexus of the Way (Madness) (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Madness It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 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. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Poxpiercer (Nightmares) (17-18.7 power, 40 apr, nature damage) Poxpiercer (Nightmares) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. This honing mindstar will focus other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 nature When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +9% mind / +9% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +8% mind / +3% nature Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Psi when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +1 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +30 Damage Resonance (when hit): +23% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Nimbuswyrd' (Madness) (15.5-17.05 power, 40 apr, mind damage) living mindstar 'Nimbuswyrd' (Madness) (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +2 Mag / +4 Wil / +6 Cun Changes resistances: +9% mind / +10% physical Changes resistances penetration: +8% physical Changes damage: +12% mind / +10% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +6 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of the jelly (Nightmares) (17-18.7 power, 40 apr, mind damage)living mindstar of the jelly (Nightmares) (17-18.7 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Equilibrium when hit: +1.60 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
parasitic living mindstar (Madness) (16-17.6 power, 40 apr, nature damage) parasitic living mindstar (Madness) (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +5.00 Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +11% Life leech: +7% Curse of Madness 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. |
Nithan's Force (Madness) Nithan's Force (Madness)Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% Curse of Madness It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 229.68 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Xanada (Nightmares) Xanada (Nightmares)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 Travel speed: +200% When wielded/worn: Accuracy: +11 (+5 eff.) Physical crit. chance: +10.0% Changes stats: +4 Cun Changes resistances penetration: +5% temporal / +15% mind / +17% physical Changes damage: +17% physical Equilibrium when hit: +0.12 Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Flashrupture' (Nightmares) drakeskin leather sling 'Flashrupture' (Nightmares)Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +2 lightning When wielded/worn: Effects on ranged hit: * 24 arcane resource burn Changes stats: +7 Cun / +7 Wil Changes resistances: +5% arcane / +15% fire Changes resistances penetration: +40% physical Changes damage: +9% lightning / +40% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +13 (+2 eff.) Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling of true flight (Corpses) drakeskin leather sling of true flight (Corpses)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +14.0% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
steady drakeskin leather sling of true flight (Corpses) steady drakeskin leather sling of true flight (Corpses)Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +30 (+11 eff.) Physical crit. chance: +15.0% Talent cooldown: Steady Shot (-1 turn) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. potent dragonbone starstaff of warding (Shrouds) (40-48 power, 6 apr, physical element)potent dragonbone starstaff of warding (Shrouds) (40-48 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. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Maximum wards: +2 physical Changes damage: +40% physical Talents granted: +5 Ward +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming voratun steamsaw of reflection (Nightmares) (41.5-62.25 power, 25 apr)flaming voratun steamsaw of reflection (Nightmares) (41.5-62.25 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +98 Burst (radius 1) on hit: +20 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +20% light / +20% darkness Talent granted: +3 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
impervious voratun steamsaw of ruin (Nightmares) (38.5-57.75 power, 25 apr) impervious voratun steamsaw of ruin (Nightmares) (38.5-57.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Armour: +18 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +6 Con Talent granted: +3 Block Critical mult.: +20.00% Physical save: +15 (+5 eff.) Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of shearing (Madness) (18.5-25.9 power, 4 apr)arcing dwarven-steel waraxe of shearing (Madness) (18.5-25.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning When wielded/worn: Armour penetration: +11 Changes resistances penetration: +11% physical Changes damage: +11% physical Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Dimviper' (Nightmares) (41.5-58.1 power, 6 apr)voratun waraxe 'Dimviper' (Nightmares) (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 blight When wielded/worn: Changes damage: +24% mind Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe (Nightmares) (39.5-55.3 power, 6 apr)voratun waraxe (Nightmares) (39.5-55.3 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's dwarven-steel waraxe (Shrouds) (17-23.8 power, 4 apr)warbringer's dwarven-steel waraxe (Shrouds) (17-23.8 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +11% physical Disarm immunity: +25% Curse of Shrouds One-handed war axes. |
Blazehack BlazehackInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes damage: +6% fire Mental save: +15 (+4 eff.) Life regen: +2.60 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Mental crit. chance: +4% Healing mod.: +30% A belt that goes around your waist. |
Blazewoe the drakeskin leather belt Blazewoe the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 42% chance to corrode armour Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +25% acid Mental crit. chance: +15% A belt that goes around your waist. |
Filthwhisper FilthwhisperPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 40% chance to inflict damage reduction Damage when hit (Melee): 12 nature Changes stats: +5 Dex / +3 Mag / +3 Wil / +5 Cun / +7 Lck Changes resistances: +6% nature Trap disarming bonus: +16 Stealth bonus: +8 Mental save: +8 (+2 eff.) Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Infravision radius: +4 A belt that goes around your waist. |
Girdle of Preservation 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. |
Hathydunalavon HathydunalavonPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +10 Lck Reduces incoming crit damage: 15.00% Trap disarming bonus: +28 Stealth bonus: +15 Spell crit. chance: +3% Infravision radius: +6 Healing mod.: +5% It can be used to create a temporary shield that absorbs 314 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Samasathel the hardened leather belt Samasathel the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +7% acid / +6% temporal / +7% cold / +8% fire / +7% lightning Changes resistances penetration: +10% acid / +14% physical Changes damage: +9% acid / +17% physical Physical save: +9 (+3 eff.) Mindpower: +7 (+1 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Xeralraba' drakeskin leather belt 'Xeralraba'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -9% Changes stats: +6 Cun / +5 Dex Changes resistances: +3% acid / +6% cold Maximum encumbrance: +46 Physical save: +11 (+4 eff.) Blindness immunity: +10% Disarm immunity: +15% Knockback immunity: +20% Mindpower: +10 (+2 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
Bideromihor (3 def, 0 armour) Bideromihor (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Str / +3 Wil / +6 Con Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +13 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +63.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 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 (+5 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 343.44 cold damage and condensing the air into freezing vapors that deal 114.48 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Viperquell (3 def, 0 armour) Viperquell (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +18 (+7 eff.) Armour penetration: +19 Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 nature Changes stats: +14 Cun / +10 Dex Changes resistances penetration: +20% nature Changes damage: +6% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Nerata' (2 def, 0 armour) cashmere cloak 'Nerata' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +6 Dex / +5 Cun / +3 Con Changes resistances: +15% blight / +6% fire / +16% nature Reduces incoming crit damage: 10.00% Life regen: +1.60 See invisible: +6 Healing mod.: +20% 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 'Morningpeal' (3 def, 0 armour) elven-silk cloak 'Morningpeal' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 52% chance to blind Damage when hit (Melee): 12 mind Changes stats: +4 Str / +1 Mag / +4 Wil / +4 Con Changes resistances penetration: +10% mind 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 of conjuring (3 def, 0 armour) elven-silk cloak of conjuring (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances penetration: +12% arcane Changes damage: +11% arcane Critical mult.: +23.00% Maximum mana: +81.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of mindcraft (3 def, 0 armour) marshal's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Str / +4 Wil / +4 Cun / +4 Con Physical save: +8 (+3 eff.) Maximum life: +90.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arathra (5 def, 0 armour) Arathra (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 20 blight Changes stats: +6 Wil / +15 Mag Changes resistances: +6% blight Changes resistances penetration: +15% temporal / +10% arcane / +11% physical Changes damage: +6% blight / +17% temporal / +9% mind / +19% physical Mental save: +30 (+8 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+6 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 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 penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% 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. |
Flowerpain the elven-silk robe (5 def, 0 armour) Flowerpain the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +20 Con Changes resistances: +45% nature / +6% lightning Changes resistances penetration: +10% nature / +10% lightning Changes damage: +58% nature / +12% darkness Poison immunity: +99% Disease immunity: +93% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layara the silk robe (3 def, 0 armour) Layara the silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +3% acid / +3% light / +25% blight / +21% cold / +5% arcane / +6% lightning Changes damage: +14% cold Confusion immunity: +15% Pinning immunity: +5% Knockback immunity: +15% Life regen: +4.80 Maximum life: +148.00 Healing mod.: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenlace (5 def, 0 armour) Ravenlace (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 16 darkness Changes stats: +10 Con Changes resistances: +9% lightning Changes damage: +19% nature / +6% darkness Poison immunity: +28% Disease immunity: +50% Equilibrium when hit: +0.16 Mindpower: +4 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Glitterdream' (5 def, 0 armour) elven-silk robe 'Glitterdream' (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +8 Cun Changes resistances: +33% light / +30% fire Changes resistances penetration: +20% mind / +20% acid Changes damage: +6% acid / +26% light / +20% fire / +18% mind / +3% darkness Critical mult.: +19.00% Psi each turn: +0.81 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of light (+30%) (5 def, 0 armour)focusing elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +30% light Changes damage: +20% light Mana each turn: +0.40 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Isamira the pair of dwarven-steel boots (0 def, 4 armour) Isamira the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +2 Wil Critical mult.: +15.00% Maximum encumbrance: +29 Physical save: +11 (+4 eff.) Maximum psi: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isasemira (0 def, 5 armour) Isasemira (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +5 Fatigue: -2% Changes resistances penetration: +15% physical Reduces incoming crit damage: 19.00% Physical save: +26 (+9 eff.) Silence immunity: +49% Confusion immunity: +47% Stun/Freeze immunity: +50% Only die when reaching: -40.00 life Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Noontrencher the pair of voratun boots (0 def, 5 armour) Noontrencher the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +5 Fatigue: -12% Changes stats: +4 Str / +4 Dex / +3 Cun / +4 Con Changes resistances: +6% acid / +4% physical Changes damage: +9% light / +9% physical Reduces incoming crit damage: 19.00% Stamina each turn: +0.40 Maximum life: +55.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 0.8 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 2 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) 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 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. undeterred pair of dwarven-steel boots (0 def, 4 armour)undeterred pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Amolathakan the Chargevalor (0 def, 2 armour) Amolathakan the Chargevalor (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 28 mind / 17 darkness Damage when hit (Melee): 4 lightning Changes stats: +2 Str / +4 Wil / +1 Cun Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Mental save: -9 (-2 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Kindlequake the dwarven-steel gauntlets (0 def, 7 armour) Kindlequake the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Damage (Melee): 12 light Changes resistances: +10% light Changes resistances penetration: +15% temporal Changes damage: +7% light Critical mult.: +11.00% Mental save: +10 (+3 eff.) Maximum life: +64.00 Spell crit. chance: +13% Mental crit. chance: +14% Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 87.93 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Ulatohek the Flarebrace (0 def, 3 armour) Ulatohek the Flarebrace (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +3 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 acid / 8 mind Changes stats: +6 Cun Changes resistances: +15% darkness / +6% mind Changes resistances penetration: +15% fire Changes damage: +3% mind / +9% fire Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 9 armour) heroic voratun gauntlets of war-making (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +9 Critical mult.: +15.00% Mental save: +15 (+4 eff.) Maximum life: +74.00 Spell crit. chance: +18% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of strength (+6) (0 def, 21 armour) stone warden's voratun gauntlets of strength (+6) (0 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Armour: +21 Armour Hardiness: +14% Changes stats: +6 Str / +15 Con Changes resistances: +12% physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Amydin the drakeskin leather cap (0 def, 5 armour)Amydin the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 blight / 12 physical Changes stats: +2 Dex / +2 Wil Changes resistances: +15% fire / +14% cold Spell save: +6 (+2 eff.) Life regen: +0.40 Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. |
Berilatharomigorn the voratun helm (0 def, 5 armour) Berilatharomigorn the voratun helm (0 def, 5 armour)Requires: - Talent 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: * 54% chance to gain 10% of a turn Changes stats: +9 Dex Changes resistances: +6% temporal / +25% darkness / +9% mind Changes resistances penetration: +10% mind / +10% temporal Changes damage: +6% blight Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elatha (3 def, 0 armour) Elatha (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +20% mind / +4% physical Changes damage: +20% mind Grants telepathy: Dragon Life regen: +0.40 Only die when reaching: -60.00 life Maximum stamina: +15.00 Light radius: +2 Healing mod.: +10% A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 1.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level. bladed voratun helm of trickery (0 def, 5 armour)bladed voratun helm of trickery (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +5 Str / +5 Dex / +5 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 316.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of clarity (3 def, 8 armour)prismatic dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +16% darkness / +8% mind / +16% light Mental save: +17 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour 'Emelisena' (5 def, 10 armour)voratun mail armour 'Emelisena' (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 4 mind / 8 arcane Changes resistances: +26% fire / +12% mind / +5% arcane Changes resistances penetration: +5% acid / +5% arcane / +5% mind Changes damage: +3% mind A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour 'Squalormaster' (5 def, 10 armour)voratun mail armour 'Squalormaster' (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 4 arcane / 8 nature Changes stats: +10 Str Changes resistances: +13% physical / +19% darkness / +6% arcane Changes damage: +18% mind / +6% arcane / +24% nature Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Emelylrathra the Sepsisravage (40 def, 8 armour) Emelylrathra the Sepsisravage (40 def, 8 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: +8 Defense: +40 (+15 eff.) Ranged Defense: +32 (+12 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 8 lightning Damage when hit (Melee): 16 arcane Changes stats: +5 Dex Changes resistances: +30% lightning / +30% cold / +6% nature Changes damage: +6% nature / +3% blight Critical mult.: +15.00% Life regen: +3.90 Maximum life: +77.00 Spell crit. chance: +1% Movement speed: +20% Healing mod.: +23% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Eyal (5 def, 8 armour)drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Life regen: +2.80 Maximum life: +90.00 Healing mod.: +30% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued reinforced leather armour of lightning resistance (4 def, 7 armour)multi-hued reinforced leather armour of lightning resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 acid / 12 fire / 12 cold / 12 lightning Changes resistances: +9% acid / +12% fire / +39% lightning / +10% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming voratun shield of temporal resistance (+19%) (12 def, 3 armour, 194.5 block)flaming voratun shield of temporal resistance (+19%) (12 def, 3 armour, 194.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage (Melee): 10 fire Effects when hit in melee: * 35% chance to gain 10% of a turn Damage when hit (Melee): 20 fire Changes resistances: +19% temporal Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Ashraptor' (12 def, 3 armour, 202 block) voratun shield 'Ashraptor' (12 def, 3 armour, 202 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +10% Damage when hit (Melee): 12 physical Changes stats: +3 Con Changes resistances: +30% fire Maximum wards: +5 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Life regen: +0.40 Light radius: +2 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of vileness (24/24, 55-77 power, 18 apr)barbed quiver of dragonbone arrows of vileness (24/24, 55-77 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 On weapon hit: * 17% chance to disease On weapon crit: * wounds the target Damage (Ranged): +20 blight / +18 bleed Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows 'Sparkpulverizer' (19/22, 54.5-76.3 power, 18 apr)quiver of dragonbone arrows 'Sparkpulverizer' (19/22, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 54% chance to inflict damage reduction * 20% chance to daze Damage (Ranged): +18 temporal / +19 nature Burst (radius 1) on hit: +12 darkness / +12 mind Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. |
1653 alchemist agate 1653 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Belylewyn the voratun pickaxe (dig speed 7 turns) Belylewyn the voratun pickaxe (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +16 Physical power: +9 (+2 eff.) Fatigue: -6% Changes stats: +7 Str Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +10% physical Critical mult.: +16.00% Pinning immunity: +5% Maximum life: +30.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (192 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Rhysus' dwarven lantern 'Rhysus'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +3 Dex / +7 Wil Changes resistances penetration: +15% all Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% 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), costing 20 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb 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 Eye 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. |
bloodstone 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. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 535.90 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/3) Rod of Spydric Poison (0/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 563.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 14/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. deadly pouch of voratun shots of accuracy (22/22, 67-80.4 power, 6 apr)deadly pouch of voratun shots of accuracy (22/22, 67-80.4 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of voratun shots of accuracy (19/19, 51.5-61.8 power, 6 apr)elemental pouch of voratun shots of accuracy (19/19, 51.5-61.8 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
Oozewend the voratun torque of charged psionic shield [power 143] (20 cooldown) Oozewend the voratun torque of charged psionic shield [power 143] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 8 mind Changes resistances: +9% mind Changes damage: +3% nature / +3% arcane / +3% mind It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 143 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Nerildath the dragonbone totem of thorny skin [power 89] (20 cooldown) Nerildath the dragonbone totem of thorny skin [power 89] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% blight Maximum wards: +4 acid / +5 nature / +5 light Changes resistances penetration: +15% acid Changes damage: +6% acid Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Mental save: +29 (+7 eff.) It can be used to harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Layudamira' [power 340] (30 cooldown) dragonbone totem of healing 'Layudamira' [power 340] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +10% physical Changes damage: +9% mind Maximum encumbrance: +40 Physical save: +6 (+2 eff.) Life regen: +0.60 It can be used to heal a target within range 11 (based on Willpower) for 340, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
natural dragonbone totem of thorny skin [power 73] (20 cooldown) natural dragonbone totem of thorny skin [power 73] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 14 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond 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. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
7 quartz 7 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. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Noire the Shalore Doomed level 35
35th Regrowth 123rd year of Ascendancy at 05:47 see stats
By Noire the Shalore Doomed level 50
76th Haze 123rd year of Ascendancy at 18:28 see stats
By Noire the Shalore Doomed level 35
33rd Regrowth 123rd year of Ascendancy at 15:30 see stats
By Noire the Shalore Doomed level 44
47th Pyre 123rd year of Ascendancy at 00:15 see stats
By Noire the Shalore Doomed level 44
55th Pyre 123rd year of Ascendancy at 15:32 see stats
By Noire the Shalore Doomed level 42
40th Pyre 123rd year of Ascendancy at 23:36 see stats
By Noire the Shalore Doomed level 11
6th Dusk 122nd year of Ascendancy at 09:13 see stats
By Noire the Shalore Doomed level 38
61st Regrowth 123rd year of Ascendancy at 04:46 see stats
By Noire the Shalore Doomed level 38
60th Regrowth 123rd year of Ascendancy at 22:23 see stats
By Noire the Shalore Doomed level 29
18th Haze 122nd year of Ascendancy at 23:09 see stats
By Noire the Shalore Doomed level 50
17th Pyre 124th year of Ascendancy at 11:53 see stats
By Noire the Shalore Doomed level 21
63rd Dusk 122nd year of Ascendancy at 00:44 see stats
By Noire the Shalore Doomed level 11
6th Dusk 122nd year of Ascendancy at 09:13 see stats
By Noire the Shalore Doomed level 16
46th Dusk 122nd year of Ascendancy at 14:41 see stats
By Noire the Shalore Doomed level 50
1st Allure 124th year of Ascendancy at 08:35 see stats
By Noire the Shalore Doomed level 25
79th Dusk 122nd year of Ascendancy at 04:55 see stats
By Noire the Shalore Doomed level 46
56th Pyre 123rd year of Ascendancy at 10:38 see stats
By Noire the Shalore Doomed level 10
6th Flare 122nd year of Ascendancy at 12:24 see stats
By Noire the Shalore Doomed level 20
58th Dusk 122nd year of Ascendancy at 22:00 see stats
By Noire the Shalore Doomed level 30
19th Haze 122nd year of Ascendancy at 04:21 see stats
By Noire the Shalore Doomed level 40
1st Time of Balance 123rd year of Ascendancy at 10:15 see stats
By Noire the Shalore Doomed level 50
35th Dusk 123rd year of Ascendancy at 08:30 see stats
By Noire the Shalore Doomed level 50
76th Haze 123rd year of Ascendancy at 01:44 see stats
By Noire the Shalore Doomed level 50
4th Regrowth 124th year of Ascendancy at 13:45 see stats
By Noire the Shalore Doomed level 30
69th Haze 122nd year of Ascendancy at 05:02 see stats
By Noire the Shalore Doomed level 50
10th Pyre 124th year of Ascendancy at 13:34 see stats
By Noire the Shalore Doomed level 18
57th Dusk 122nd year of Ascendancy at 10:04 see stats
By Noire the Shalore Doomed level 41
34th Pyre 123rd year of Ascendancy at 20:14 see stats
By Noire the Shalore Doomed level 50
17th Pyre 124th year of Ascendancy at 11:52 see stats
By Noire the Shalore Doomed level 10
7th Flare 122nd year of Ascendancy at 08:16 see stats
By Noire the Shalore Doomed level 50
60th Haze 123rd year of Ascendancy at 20:42 see stats
By Noire the Shalore Doomed level 7
79th Pyre 122nd year of Ascendancy at 01:06 see stats
By Noire the Shalore Doomed level 17
55th Dusk 122nd year of Ascendancy at 08:31 see stats
By Noire the Shalore Doomed level 46
2nd Mirth 123rd year of Ascendancy at 01:39 see stats
By Noire the Shalore Doomed level 31
12nd Regrowth 123rd year of Ascendancy at 06:45 see stats
By Noire the Shalore Doomed level 26
2nd Haze 122nd year of Ascendancy at 20:00 see stats
By Noire the Shalore Doomed level 19
58th Dusk 122nd year of Ascendancy at 06:29 see stats
By Noire the Shalore Doomed level 35
32nd Regrowth 123rd year of Ascendancy at 18:20 see stats
Log
Noire hits Argoniel for 6 fire, 5 blight, 3 arcane, 6 fire, 5 blight, 3 arcane (27 total damage).
Lava floor burns Noire!
Argoniel hits Noire for (65 absorbed), 0 fire (0 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Your hate has conquered a great adversary! (+90 hate)
You are brought back from the Fearscape!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Noire hits Argoniel for 141 nature damage.
Noire killed Argoniel!
Noire receives 34 healing.
Acid Splash from Argoniel hits Noire for (35 absorbed), 0 acid (0 total damage).
Noire receives 38 healing from Unnatural Body.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Adventure) difficulty)!
Noire deactivates Call Shadows.
Noire is less impervious to physical effects.
Noire deactivates Deflection.
Noire has finished recovering.
Noire is free from the acid.
Noire deactivates Secrets of the Eternals.
The shield around Noire crumbles.
Noire no longer feels strong.
Noire deactivates Psiblades.
Noire cover of leaves falls apart.
Noire slows down.