Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Fixed-Duration Resting 1.2.3Allows the player to rest for a specified duration, instead of just to full. This behavior is bound to Ctrl-R by default. Supplying 0 as the number of turns to rest for will fall back to the default resting behavior. Important mechanical note: I created this addon because I wanted to be able to rest until a talent came off cooldown (and no more). To facilitate this, the number of turns you specify will be a duration in *global* turns. This will cause the "Rested for X turns" message to have a different value if your global speed is not 1. However, if you're waiting for a talent to come off cooldown, you can just enter the number of turns and you will rest exactly long enough (rounding up) for the talent to become available again. If there's demand, I could include a setting (or alternate keybinding) to instead rest for a fixed number of player turns, but I'm not sure what the use for that would be. Steamtech UI 1.1.4 Better ASCII 1.2.3Improves the ASCII display to be more useable overall. Designed for the regular ASCII display; if you use ASCII with backgrounds this may not help at all. Currently all this does is change monsters and traps that are difficult to see on a black background to be more readable. I've done this manually, so if you notice any I've missed please let me know. This also involved making a relatively invasive change to the Doomed, Summoner, and Necromancer classes, so please report any strange behavior with those classes, or with NPCs that have talents from those classes. Potential future plans include fixing the colors of some of the more problematic items and events such as Fearscape Portals, understanding what the shader field is supposed to do for monsters (i.e. are multicolored monsters supposed to actually shimmer), finding a higher-quality monospace font that looks better when blown up on the character page and other similar places, and trying to fix the various display bugs associated with putting an item's ability on the hotbar. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 637% |
Size | medium |
Lifes / Deaths | Killed by Porolaith the orc archer at level 40 on the 36th Pyre 123rd year of Ascendancy at 16:55 1 / 6Killed by shadow at level 40 on the 50th Pyre 123rd year of Ascendancy at 15:30 Killed by Arebrewyn the ritch larva at level 44 on the 74th Pyre 123rd year of Ascendancy at 21:31 Killed by Ce'Nuvea the icy orc wyrmic at level 48 on the 76th Dusk 123rd year of Ascendancy at 01:27 Killed by Elandar at level 50 on the 4th Allure 124th year of Ascendancy at 08:29 Killed by Elandar at level 50 on the 4th Allure 124th year of Ascendancy at 12:13 |
Antimagic | Follower |
Primary Stats
Strength | 81 (base 63) |
Dexterity | 24 (base 7) |
Constitution | 78 (base 55) |
Magic | 17 (base 11) |
Willpower | 84 (base 65) |
Cunning | 46 (base 12) |
Resources
Life | 1040/1643 |
Hate | 120/121 |
Stamina | 431/432 |
Equilibrium | 35 |
Healing Factor | 2.4499999999999 |
Regeneration | 324.45349999999 |
Speed
Mental | +50% |
Attack | 0% |
Movement | +440.12590628156% |
Spell | 0% |
Global | +105% |
Vision
Sight | 12 |
Lite | -6 |
Infravision | 19 |
See Stealth | 40 |
See Invisible | 57 |
Offense: Mainhand
Damage | 176 |
Accuracy | 51 |
Crit Chance | 41% |
APR | 16 |
Speed | 0.67 |
Offense: Offhand
Damage | 127 |
Accuracy | 68 |
Crit Chance | 39% |
APR | 78 |
Speed | 0.67 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 64.655613193305 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 46 (97.241379310345%) |
Defense | 37.782895038106 |
Ranged Defense | 37.782895038106 |
Fatigue | 16 |
Physical Save | 63.90625 |
Spell Save | 44.275 |
Mental Save | 68.86875 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 88% |
Fear Resistance | 50% |
Knockback Resistance | 55% |
Stun Resistance | 95% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 29% for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 548 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 7 turns. While Heroism is active, you will only die when reaching -732 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 614 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Surge |
talent | Psiblades |
talent | Stalk |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Strength and Willpower are increased by 2. Poisons and diseases have a 23% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +18 physical save, +18 mental save, 0/57 damage shrugged off this turn) Rampaging |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Stalking Argoniel. Bonus level 1: +21 attack, +11% melee damage, +0.50 hate/turn prey was hit. Stalking 27353/27897 +1 |
beneficial effect | The target is recovering 31 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 109.68 life per turn. Regeneration |
beneficial effect | You gain 15% resistance against arcane. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You failed to protect the lone alchemist from death by emperor wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Track (+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 failed to protect the repented thief from death by Islina the lesser vampire. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by giant spider. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by disarming trap. Escort: repented thief (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 860. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | 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 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical 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. |
Light source | Guise of the Hunter Guise of the HunterInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Dex / +11 Cun / +5 Con Changes resistances: +15% blight / +12% fire / +9% acid Changes damage: +3% darkness Reduces incoming crit damage: 10.00% Physical save: +15 Spell save: +6 Mental save: +15 Life regen: +6.40 Light radius: -6 Infravision radius: +9 See stealth: +25 See invisible: +25 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eye of the Forest (8 def, 0 armour) =immblind= Eye of the Forest (8 def, 0 armour) =immblind=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 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 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: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift 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 4. 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. |
On hands | Gauntlets of Sundering (0 def, 9 armour) Gauntlets of Sundering (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Changes stats: +6 Con Changes resistances: +12% light Critical mult.: +15.00% Physical save: +30 Spell save: +29 Mental save: +29 Life regen: +5.40 Stamina each turn: +1.10 Psi each turn: +0.40 Hate when firing a critical mind attack: +2.00 Maximum life: +69.00 Maximum hate: +8.00 Spell crit. chance: +20% Mental crit. chance: +17% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Turidar the steel torque of psychoportation [power 36] (43 cooldown) Turidar the steel torque of psychoportation [power 36] (43 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Stun/Freeze immunity: +5% Knockback immunity: +5% Only die when reaching: -80.00 life It can be used to teleport randomly (rad 36), placing all other charms into a 43 cooldown. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Aeronn AeronnInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances: +3% acid / +22% fire / +6% temporal Changes damage: +11% fire Stun/Freeze immunity: +30% Life regen: +1.80 Maximum life: +49.00 Healing mod.: +20% Rings can have magical properties. |
On fingers | voratun ring 'Daimarab' voratun ring 'Daimarab'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to cause random insanity Damage (Melee): 17 bleed Effects on ranged hit: * 14% chance to cause random insanity Damage (Ranged): 19 bleed Changes stats: +6 Cun Changes resistances: +3% lightning / +6% acid / +6% light / +6% darkness Spell save: +3 Mental save: +11 Confusion immunity: +38% Life regen: +1.30 Hate when firing a critical mind attack: +1.00 Maximum life: +74.00 Maximum hate: +13.00 Healing mod.: +27% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | Aramira AramiraInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +26% light / +15% cold / +24% darkness / +3% nature Changes resistances penetration: +10% arcane Reduces incoming crit damage: 5.00% Physical save: +17 Blindness immunity: +71% Cut immunity: +10% Stun/Freeze immunity: +10% Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +60.00 Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | living mindstar 'Cleanseswift' (16-17.6 power, 78 apr, nature damage) living mindstar 'Cleanseswift' (16-17.6 power, 78 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.0 - 17.6 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature Burst (radius 1) on hit: +12 nature When wielded/worn: Damage when hit (Melee): 10 lightning / 8 physical / 21 fire / 8 acid / 6 cold Changes resistances: +8% lightning / +3% physical / +3% cold / +24% fire / +12% nature / +8% acid Changes resistances penetration: +10% fire Changes damage: +19% mind / +20% fire Mindpower: +21 Mental crit. chance: +9% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | restorative elven-silk cloak of Iron Throne (3 def, 0 armour) restorative elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +3 Str / +3 Con Changes resistances: +20% nature / +17% blight Life regen: +2.40 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | enlightening voratun plate armour of Eyal (9 def, 16 armour) enlightening voratun plate armour of Eyal (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +5 Cun / +6 Wil Mental save: +25 Life regen: +3.20 Maximum life: +98.00 Healing mod.: +20% A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 220) healing infusion of the warrior (heal 220)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: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (647% speed; 6 turns) movement infusion (647% speed; 6 turns)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 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. |
movement infusion of the duelist (537% speed; 9 turns) movement infusion of the duelist (537% speed; 9 turns)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 537% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the psychic (659% speed; 5 turns) movement infusion of the psychic (659% speed; 5 turns)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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 659% 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 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. |
movement infusion of the titan (653% speed; 6 turns) movement infusion of the titan (653% speed; 6 turns)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 412 over 5 turns) regeneration infusion of the duelist (heal 412 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 412 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 452 over 5 turns) regeneration infusion of the psychic (heal 452 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 452 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. |
regeneration infusion of the wizard (heal 504 over 5 turns) regeneration infusion of the wizard (heal 504 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 504 life over 5 turns. 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. |
wild infusion of the psychic (resist 24%; cure mental) wild infusion of the psychic (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 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. controlled phase door rune of the warrior (range 13)controlled phase door rune of the warrior (range 13) 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 12 for 12 turns)invisibility rune (power 12 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 103)teleportation rune (range 103) 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Airwolf the stralite amulet Airwolf the stralite amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +36% mind / +26% light / +16% darkness Changes resistances penetration: +10% mind / +10% lightning Changes damage: +3% lightning Blindness immunity: +31% Confusion immunity: +76% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Rainkarma the gold amulet Rainkarma the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 nature Changes stats: +5 Dex / +5 Cun / +10 Con Changes resistances: +3% mind / +14% fire / +3% nature / +15% cold Changes damage: +3% nature Life regen: +0.70 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Sunwend SunwendInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +13% light / +10% darkness Changes resistances penetration: +5% arcane Changes damage: +9% fire Blindness immunity: +22% Amulets can have magical properties. |
Turebers the steel amulet Turebers the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +3 Str Critical mult.: +10.00% Amulets can have magical properties. |
copper amulet of mastery (0.10 Cursed / Cursed form) copper amulet of mastery (0.10 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cursed / Cursed form Amulets can have magical properties. |
gold amulet 'Yvowyn' gold amulet 'Yvowyn'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Wil / +4 Con Changes resistances: +14% lightning Critical mult.: +6.00% Physical save: +8 Mental save: +8 Confusion immunity: +20% Stun/Freeze immunity: +40% Life regen: +0.90 Maximum life: +48.00 Mindpower: +8 Amulets can have magical properties. |
stabilizing copper amulet of constitution (+2) stabilizing copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet 'Gyth' steel amulet 'Gyth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +5% mind Changes damage: +6% mind Pinning immunity: +24% Knockback immunity: +22% Mindpower: +4 Amulets can have magical properties. |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 334 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet of mastery (0.12 Cursed / Strife) steel amulet of mastery (0.12 Cursed / Strife)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Cursed / Strife Amulets can have magical properties. |
stralite amulet 'Daypython' stralite amulet 'Daypython'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances: +3% light / +21% temporal Grants telepathy: Humanoid/Orc Pinning immunity: +39% Knockback immunity: +36% See invisible: +3 Amulets can have magical properties. |
warrior's stralite amulet of perfection (0.27 Cursed / Slaughter,0.27 Wild-gift / Antimagic) warrior's stralite amulet of perfection (0.27 Cursed / Slaughter,0.27 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +9% physical Talent masteries: +0.27 Cursed / Slaughter +0.27 Wild-gift / Antimagic Stamina each turn: +0.50 Amulets can have magical properties. |
Adugathra the stralite ring Adugathra the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +2 Physical power: +4 Changes stats: +1 Dex Critical mult.: +6.00% Physical save: +25 Disarm immunity: +36% Pinning immunity: +44% Knockback immunity: +33% Maximum life: +44.00 Rings can have magical properties. |
Beolehir the Breezeshear Beolehir the BreezeshearPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +7 Effects on melee hit: * 11% chance to cause random insanity Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 5 bleed Changes stats: +2 Cun / +3 Dex Changes resistances: +9% nature / +3% light Changes resistances penetration: +5% nature Changes damage: +3% light Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 Mindpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Morningfurnace MorningfurnaceInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +20% acid Changes resistances penetration: +10% acid Changes damage: +10% acid Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Searquell the steel ring Searquell the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% fire / +24% light / +3% nature Changes damage: +12% light Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +31% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +26.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's voratun ring of pilferingrogue's voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 Armour penetration: +17 Defense: +37 Changes stats: +10 Cun Activating this item is instant. 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. |
savior's copper ring of nature (+20%) savior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 Spell save: +6 Mental save: +7 Rings can have magical properties. |
steel ring 'Iseridhemina' steel ring 'Iseridhemina'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +6 Str / +8 Con Changes damage: +6% physical Physical save: +22 Spell save: +6 Mental save: +7 Healing mod.: +15% Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Spellpower: +5 Mindpower: +7 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
titan's copper ring of lightning (+20%) titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 Rings can have magical properties. |
Betamira the stralite battleaxe (60-90 power, 3 apr) =-crit= Betamira the stralite battleaxe (60-90 power, 3 apr) =-crit=Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 60.0 - 90.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Changes resistances: +6% acid Changes resistances penetration: +10% arcane Reduces incoming crit damage: 10.00% Mental save: +6 Only die when reaching: -40.00 life Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Xorarin the voratun battleaxe (56.5-84.75 power, 4 apr) =+disease +manaburn= Xorarin the voratun battleaxe (56.5-84.75 power, 4 apr) =+disease +manaburn=Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 44% chance to disease * 34 arcane resource burn * 20% chance to gain 10% of a turn On weapon crit: * burns latent spell energy Burst (radius 2) on crit: +26 fire When wielded/worn: Armour penetration: +19 Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +10% blight / +17% fire / +10% arcane / +20% physical Changes damage: +21% physical Global speed: +8% Massive two-handed battleaxes. |
voratun battleaxe 'Blazepain' (55.5-83.25 power, 4 apr) =+Acc= voratun battleaxe 'Blazepain' (55.5-83.25 power, 4 apr) =+Acc=Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +41 Defense: +21 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +10 Dex Changes resistances: +3% temporal Changes resistances penetration: +20% mind / +21% darkness Changes damage: +6% fire Massive two-handed battleaxes. |
Branukath (71.5-107.25 power, 3 apr) Branukath (71.5-107.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 71.5 - 107.3 Uses stat: 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Changes stats: +3 Wil Reduces incoming crit damage: 15.00% Massive two-handed mauls. |
stralite greatmaul 'Voresetira' (57.5-86.25 power, 3 apr) stralite greatmaul 'Voresetira' (57.5-86.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27% chance to daze Damage (Melee): +20 temporal / +17 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +17.0% Changes stats: +5 Str / +5 Dex / +5 Mag / +3 Wil / +5 Cun / +6 Con Changes resistances penetration: +16% lightning Critical mult.: +24.00% Mental save: +6 Healing mod.: +15% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. throat-seeking dragonbone longbowthroat-seeking dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +25 nature When wielded/worn: Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing instantly. On weapon kill: * Enter a Rampage (Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20%% (Shared 30 turn cooldown) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Greentrial (43.5-60.9 power, 6 apr) =+disarm= Greentrial (43.5-60.9 power, 6 apr) =+disarm=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to daze Damage (Melee): +12 nature / +17 temporal When wielded/worn: Physical power: +13 Changes stats: +3 Str / +4 Dex / +4 Mag / +2 Wil / +3 Cun / +9 Con Changes resistances penetration: +11% lightning / +10% physical / +15% arcane Changes damage: +6% blight / +12% nature / +9% arcane Disarm immunity: +32% Sharp, long, and deadly. |
Toxinbraid (41.5-58.1 power, 6 apr) =-mageff= Toxinbraid (41.5-58.1 power, 6 apr) =-mageff=Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +19 nature Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +27 Defense: +14 Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Cun / +4 Str Changes damage: +14% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental save: +6 Stamina when hit: +2.10 Psi when hit: +0.12 Mindpower: +2 Sharp, long, and deadly. |
Shockstalker the voratun mace (47.5-66.5 power, 6 apr) Shockstalker the voratun mace (47.5-66.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 21 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +8 nature When wielded/worn: Armour penetration: +14 Physical crit. chance: +11.0% Effects on melee hit: * 15% chance to daze Critical mult.: +17.00% Mental save: +9 Equilibrium when hit: +0.04 Maximum hate: +8.00 Light radius: +1 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of evisceration (46-64.4 power, 6 apr)blazebringer's voratun mace of evisceration (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +14 fire When wielded/worn: Physical crit. chance: +11.0% Physical power: +14 Changes resistances penetration: +12% fire Global speed: +5% Blunt and deadly. |
manaburning stralite mace of torment (38-53.2 power, 5 apr) manaburning stralite mace of torment (38-53.2 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +8% mind / +8% darkness Blunt and deadly. |
stralite mace 'Dimbiter' (37-51.8 power, 5 apr) stralite mace 'Dimbiter' (37-51.8 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +10 Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +6% cold / +6% lightning Changes damage: +3% darkness Spell save: +6 Blunt and deadly. |
Gelaith the Glowbore (16.5-18.15 power, 40 apr, nature damage) =+healmod= Gelaith the Glowbore (16.5-18.15 power, 40 apr, nature damage) =+healmod=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% Damage (Melee): +4 temporal Burst (radius 1) on hit: +8 light / +4 temporal When wielded/worn: Effects on melee hit: * 43% chance to blind Changes resistances: +3% light / +3% temporal Changes damage: +6% fire / +6% temporal Mindpower: +5 Mental crit. chance: +5% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +24 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Goragund (15.5-17.05 power, 40 apr, mind damage) Goragund (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 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% Damage (Melee): +20 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +9% mind Mindpower: +5 Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +26 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. |
Woebone (12-13.2 power, 32 apr, nature damage) =+spelldisrupt= Woebone (12-13.2 power, 32 apr, nature damage) =+spelldisrupt=Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +8 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness / +8 fire Damage against: +46% Unnatural When wielded/worn: Changes damage: +3% lightning Physical save: +8 Spell save: +9 Mental save: +6 Equilibrium when hit: +2.10 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling of naturemighty drakeskin leather sling of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature When wielded/worn: Physical power: +15 Changes stats: +7 Str Changes resistances: +9% all Changes resistances penetration: +15% nature Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. arcing orichalcum trident (52.5-84 power, 16 apr)arcing orichalcum trident (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Curesear the drakeskin leather belt Curesear the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Wil / +5 Con Changes resistances: +9% acid / +21% cold / +20% fire / +12% nature / +8% lightning Changes resistances penetration: +5% mind Changes damage: +3% nature Mental save: +10 Mindpower: +8 Mental crit. chance: +2% A belt that goes around your waist. |
Ivenor IvenorInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 Changes stats: +3 Wil / +2 Cun / +3 Con Changes resistances: +9% acid Stealth bonus: +5 Mental save: +8 Life regen: +1.40 Mindpower: +5 Healing mod.: +16% A belt that goes around your waist. |
Uludor the Ashwaker Uludor the AshwakerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Changes resistances: +12% fire Changes damage: +6% arcane Stealth bonus: +6 A belt that goes around your waist. |
Camurim the cashmere cloak (2 def, 8 armour) Camurim the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 Effects on melee hit: * 10% chance to gain 10% of a turn * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +13% cold Changes resistances penetration: +5% temporal Changes damage: +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Siluvena' (6 def, 6 armour) cashmere cloak 'Siluvena' (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +4 Changes resistances: +19% cold Critical mult.: +10.00% Cut immunity: +5% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 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 +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +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 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. |
Adolle (0 def, 3 armour) =-crit= Adolle (0 def, 3 armour) =-crit=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Damage when hit (Melee): 12 physical Changes stats: +5 Con / +4 Wil Changes resistances penetration: +7% physical Reduces incoming crit damage: 15.00% Mindpower: +5 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Eclipsewarden (0 def, 3 armour) Eclipsewarden (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Cun / +5 Con Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +5% darkness Physical save: +17 Mental save: +14 Stamina each turn: +0.90 Maximum stamina: +20.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
restorative pair of drakeskin leather boots of disengagement (0 def, 5 armour) =+healmod= restorative pair of drakeskin leather boots of disengagement (0 def, 5 armour) =+healmod=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +2 Dex Life regen: +1.50 Healing mod.: +18% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Silence immunity: +49% Confusion immunity: +40% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Maximum stamina: +35.00 A pair of boots made of leather. |
Emossra (0 def, 2 armour) Emossra (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random insanity Damage (Melee): 19 mind / 11 darkness Changes resistances: +9% cold Mental save: -12 Disease immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Mindpower: +5 Activating this item is instant. 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) =mindhook= Fists of the Desert Scorpion (8 def, 4 armour) =mindhook=Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Zubena the hardened leather gloves (0 def, 2 armour) Zubena the hardened leather gloves (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 Armour penetration: +9 Physical power: +16 Armour: +2 Damage (Melee): 7 cold Changes stats: +2 Str Changes resistances: +7% blight / +6% cold Changes damage: +5% cold Reduces incoming crit damage: 15.00% Spell save: +11 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubysewen the voratun gauntlets (0 def, 12 armour) Zubysewen the voratun gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Physical crit. chance: +13.0% Armour: +12 Damage (Melee): 11 physical Changes stats: +6 Dex / +2 Wil / +3 Cun Changes damage: +6% blight / +9% physical Critical mult.: +9.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 Spell crit. chance: +18% Mental crit. chance: +13% It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of regeneration (0 def, 8 armour) heroic voratun gauntlets of regeneration (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +10 Life regen: +3.90 Stamina each turn: +1.30 Psi each turn: +0.27 Maximum life: +62.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Phoenixsmash (2 def, 0 armour) Phoenixsmash (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 4 fire Changes stats: +4 Cun Changes resistances: +8% lightning / +9% temporal / +3% blight / +9% mind / +5% arcane Changes resistances penetration: +5% fire Changes damage: +11% mind Physical save: +5 Spell save: +6 Mental save: +13 Maximum psi: +10.00 Mindpower: +7 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Wretchrage the cashmere wizard hat (6 def, 4 armour) Wretchrage the cashmere wizard hat (6 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +6 Ranged Defense: +4 Changes stats: +7 Cun Changes resistances: +24% acid / +20% nature Changes damage: +14% acid / +13% nature Mental save: +7 Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
Xanadawyn (0 def, 4 armour) =+stun +confuse +knockback= Xanadawyn (0 def, 4 armour) =+stun +confuse +knockback=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +16% mind / +6% darkness Mental save: +13 Confusion immunity: +29% Stun/Freeze immunity: +20% Knockback immunity: +10% 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. augmenting elven-silk wizard hat of knowledge (3 def, 0 armour)augmenting elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Cun / +7 Wil Changes damage: +14% acid / +12% lightning / +15% fire / +15% arcane / +15% cold Mindpower: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
hardened leather cap 'Satyrgash' (0 def, 3 armour) =waterbreathing= hardened leather cap 'Satyrgash' (0 def, 3 armour) =waterbreathing=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 nature Changes stats: +4 Str / +4 Dex / +4 Wil Changes resistances: +11% cold / +10% physical Changes resistances penetration: +15% nature / +10% lightning Allows you to breathe in: water Physical save: +7 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of fire resistance (+30%) (12 def, 13 armour, 315.5 block)reinforced voratun shield of fire resistance (+30%) (12 def, 13 armour, 315.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes resistances: +30% fire Talent granted: +5 Block Handheld deflection devices. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Cyrokira the Nimbuspyre Cyrokira the NimbuspyreInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze * 40% chance to blind Changes resistances: +6% lightning Maximum life: +48.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
preserving dwarven lantern of health preserving dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight Life regen: +4.30 Maximum life: +53.00 Light radius: +4 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
fire opal 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% Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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, 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. 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. |
Camayaruithad the voratun torque of mindblast [power 301] (6 cooldown) Camayaruithad the voratun torque of mindblast [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 8 arcane Changes resistances: +3% acid / +5% arcane Changes damage: +3% arcane It can be used to fire a blast of psionic energies in a beam (dam 150-301), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
2 diamond 2 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 Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 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 Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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% Gems can be sold for money or used in arcane rituals. |
7 amber 7 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% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Clanalann the Cornac Cursed level 35
68th Regrowth 123rd year of Ascendancy at 13:31 see stats
By Clanalann the Cornac Cursed level 25
5th Regrowth 123rd year of Ascendancy at 08:32 see stats
By Clanalann the Cornac Cursed level 34
57th Regrowth 123rd year of Ascendancy at 20:03 see stats
By Clanalann the Cornac Cursed level 30
39th Regrowth 123rd year of Ascendancy at 14:17 see stats
By Clanalann the Cornac Cursed level 42
60th Pyre 123rd year of Ascendancy at 13:39 see stats
By Clanalann the Cornac Cursed level 38
9th Pyre 123rd year of Ascendancy at 22:57 see stats
By Clanalann the Cornac Cursed level 23
56th Haze 122nd year of Ascendancy at 18:50 see stats
By Clanalann the Cornac Cursed level 37
7th Pyre 123rd year of Ascendancy at 03:36 see stats
By Clanalann the Cornac Cursed level 50
45th Haze 123rd year of Ascendancy at 01:54 see stats
By Clanalann the Cornac Cursed level 29
27th Regrowth 123rd year of Ascendancy at 20:11 see stats
By Clanalann the Cornac Cursed level 23
63rd Haze 122nd year of Ascendancy at 01:09 see stats
By Clanalann the Cornac Cursed level 31
45th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Clanalann the Cornac Cursed level 32
54th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Clanalann the Cornac Cursed level 50
2nd Allure 124th year of Ascendancy at 09:10 see stats
By Clanalann the Cornac Cursed level 25
5th Regrowth 123rd year of Ascendancy at 08:46 see stats
By Clanalann the Cornac Cursed level 10
12nd Dusk 122nd year of Ascendancy at 02:04 see stats
By Clanalann the Cornac Cursed level 20
28th Haze 122nd year of Ascendancy at 20:19 see stats
By Clanalann the Cornac Cursed level 30
28th Regrowth 123rd year of Ascendancy at 02:29 see stats
By Clanalann the Cornac Cursed level 40
36th Pyre 123rd year of Ascendancy at 13:36 see stats
By Clanalann the Cornac Cursed level 50
14th Haze 123rd year of Ascendancy at 12:18 see stats
By Clanalann the Cornac Cursed level 50
48th Haze 123rd year of Ascendancy at 01:16 see stats
By Clanalann the Cornac Cursed level 46
67th Dusk 123rd year of Ascendancy at 08:46 see stats
By Clanalann the Cornac Cursed level 45
33rd Dusk 123rd year of Ascendancy at 03:50 see stats
By Clanalann the Cornac Cursed level 45
76th Pyre 123rd year of Ascendancy at 02:03 see stats
By Clanalann the Cornac Cursed level 30
28th Regrowth 123rd year of Ascendancy at 04:52 see stats
By Clanalann the Cornac Cursed level 37
7th Pyre 123rd year of Ascendancy at 04:54 see stats
By Clanalann the Cornac Cursed level 25
5th Regrowth 123rd year of Ascendancy at 08:32 see stats
By Clanalann the Cornac Cursed level 9
9th Flare 122nd year of Ascendancy at 10:42 see stats
By Clanalann the Cornac Cursed level 25
5th Regrowth 123rd year of Ascendancy at 08:32 see stats
By Clanalann the Cornac Cursed level 21
37th Haze 122nd year of Ascendancy at 21:52 see stats
By Clanalann the Cornac Cursed level 29
28th Regrowth 123rd year of Ascendancy at 02:03 see stats
By Clanalann the Cornac Cursed level 45
6th Mirth 123rd year of Ascendancy at 11:30 see stats
By Clanalann the Cornac Cursed level 32
52nd Regrowth 123rd year of Ascendancy at 21:16 see stats
By Clanalann the Cornac Cursed level 20
34th Haze 122nd year of Ascendancy at 21:16 see stats
By Clanalann the Cornac Cursed level 34
57th Regrowth 123rd year of Ascendancy at 15:01 see stats
By Clanalann the Cornac Cursed level 45
2nd Flare 123rd year of Ascendancy at 04:10 see stats
Log
Elandar casts Shockwave Bomb.
Elandar casts Lightning.
You fight through the pain! (+12 hate)
Clanalann begins rampaging!
Clanalann attunes to the damage.
Clanalann is invigorated by the attack!
Elandar hits Clanalann for 561 lightning damage.
Your movements fuel your rampage! (+1 duration)
Elandar casts Manathrust.
You fight through the pain! (+8 hate)
Clanalann is recovering from the damage!
Clanalann is invigorated by the attack!
Argoniel casts Burning Hex.
Clanalann shrugs off the effect 'Burning Hex'!
Clanalann is free from the hex.
Elandar hits Clanalann for 442 arcane damage.
Elandar casts Twilight Surge.
Clanalann has shrugged off 57 damage and is ready for more.
Clanalann receives 76 healing.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Golem (servant of Elandar) seems less dangerous.
A part of Argoniel's bone shield regenerates.
Argoniel is no longer being stalked by Clanalann.