Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 44 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by orc high pyromancer at level 29 on the 24th Pyre 123rd year of Ascendancy at 23:11 / 1 |
Primary Stats
| Strength | 105 (base 60) |
| Dexterity | 96 (base 53) |
| Constitution | 57 (base 9) |
| Magic | 70 (base 60) |
| Willpower | 31 (base 12) |
| Cunning | 45 (base 11) |
Resources
| Mana | 293/323 |
| Vim | 210/272 |
| Life | 1372/1372 |
| Positive | 0/179 |
| Stamina | 222/222 |
| Healing Factor | 1.1 |
| Regeneration | 6.9425993525815 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 83 |
| Crit Chance | 56% |
| APR | 21 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 126.90871484954 (100%) |
| Defense | 54 |
| Ranged Defense | 63 |
| Fatigue | 42 |
| Physical Save | 67 |
| Spell Save | 46 |
| Mental Save | 49 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 88% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Silence Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 186.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 606 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 146.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 50. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Shield defense | 1.60 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat techniques | 1.60 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Premonition |
| talent | Shield Wall |
| talent | Precise Strikes |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 8 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by armoured skeleton warrior. Escort: worried loremaster (level 1 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 464. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Arthohad the pair of voratun boots (0 def, 5 armour) Arthohad the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Wil / +2 Cun / +5 Con Changes resistances: +15% fire / +5% arcane / +12% cold Changes resistances penetration: +10% physical Changes damage: +6% blight Mental save: +6 (+2 eff.) Silence immunity: +48% Confusion immunity: +45% Stun/Freeze immunity: +49% Psi when hit: +0.24 Mindpower: +9 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.14 cold damage and 33.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Cyrelaith (0 def, 23 armour) Cyrelaith (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Armour: +23 Armour Hardiness: +15% Damage (Melee): 20 temporal Damage (Ranged): 17 temporal Changes stats: +6 Str / +1 Wil / +20 Con Changes resistances: +3% acid / +11% temporal / +11% physical Changes resistances penetration: +10% mind / +15% temporal Changes damage: +9% mind / +11% temporal Grants telepathy: Humanoid/Orc Physical save: +19 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +50% Equilibrium when hit: +0.12 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | 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 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +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. |
| Around neck | Runeradur the Blazewisp Runeradur the BlazewispInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 fire Changes stats: +11 Dex / +6 Cun / +8 Con Changes resistances penetration: +15% arcane Changes damage: +9% arcane Physical save: +10 (+3 eff.) Life regen: +2.10 Stamina each turn: +0.40 Maximum life: +56.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | magewarrior's short dragonbone starstaff of breaching (30-36 power, 6 apr, physical element) magewarrior's short dragonbone starstaff of breaching (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +23 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 36 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
| Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.4 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Blazesweeper the voratun plate armour (9 def, 16 armour) Blazesweeper the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +7 Str / +4 Wil Changes resistances: +11% blight / +20% physical / +28% darkness / +12% mind Changes damage: +3% light Physical save: +11 (+3 eff.) Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 750 over 5 turns) regeneration infusion of the duelist (heal 750 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 750 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (absorb and reflect 450 for 5 turns) Rune of Reflection (absorb and reflect 450 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the titan (power 15 for 12 turns)invisibility rune of the titan (power 15 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 15) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 488 for 5 turns) shielding rune of the duelist (absorb 488 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 412 for 6 turns) shielding rune of the psychic (absorb 412 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 412 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 579 for 6 turns) shielding rune of the titan (absorb 579 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 579 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 690 for 4 turns) shielding rune of the warrior (absorb 690 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 690 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 148) teleportation rune of the duelist (range 148)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 148 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 6.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 381.76 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 290 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 575.00 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 1.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying voratun amulet clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% mind Confusion immunity: +44% Amulets can have magical properties. |
grounding steel amulet of magic (+2) grounding steel amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +20% 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: +40% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 175 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet 'Loruneg' voratun amulet 'Loruneg'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +10 Con Changes resistances: +9% lightning / +6% fire / +6% nature / +18% light Blindness immunity: +73% Infravision radius: +20 Sight radius: +4 See invisible: +30 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Woegrinder WoegrinderPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Defense: +17 (+6 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +8 Cun / +6 Wil Changes resistances penetration: +10% darkness Silence immunity: +50% Mana each turn: +0.40 Mindpower: +12 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's steel ring of time (+12%) gladiator's steel ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
painweaver's gold ring of speed painweaver's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +10 (+1 eff.) Defense: +9 (+3 eff.) Changes damage: +5% all Spellpower: +5 (+1 eff.) Mindpower: +7 (+3 eff.) Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Life regen: +1.40 Maximum life: +83.00 Mindpower: +10 (+4 eff.) Healing mod.: +21% Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Life regen: +1.40 Maximum life: +78.00 Mindpower: +13 (+5 eff.) Healing mod.: +24% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. flaming stralite battleaxe of massacre (61-91.5 power, 3 apr)flaming stralite battleaxe of massacre (61-91.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 61.0 - 91.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Burst (radius 1) on hit: +24 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. iron battleaxe (12.5-18.75 power, 1 apr)iron battleaxe (12.5-18.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of erosion (19.5-29.25 power, 2 apr)steel battleaxe of erosion (19.5-29.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 nature / +13 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (59-88.5 power, 4 apr)voratun battleaxe (59-88.5 power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of massacre (75.5-113.25 power, 4 apr)voratun battleaxe of massacre (75.5-113.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
This item will automatically be transmogrified when you leave the level. chilling stralite dagger of massacre (38-49.4 power, 9 apr)chilling stralite dagger of massacre (38-49.4 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +17 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun dagger of daylight (37.5-48.75 power, 9 apr)chilling voratun dagger of daylight (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 light / +24 cold Damage against: +18% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger of crippling (19-24.7 power, 7 apr)dwarven-steel dagger of crippling (19-24.7 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing stralite greatmaul (54-81 power, 3 apr)arcing stralite greatmaul (54-81 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming voratun greatmaul of massacre (91-136.5 power, 4 apr)flaming voratun greatmaul of massacre (91-136.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 91.0 - 136.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +21 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Daybloom (55-88 power, 2 apr)Daybloom (55-88 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +8 light When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances penetration: +5% acid Changes damage: +12% light Spell save: +29 (+10 eff.) Massive two-handed swords. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 75% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 221.45 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
This item will automatically be transmogrified when you leave the level. Nilathagosin the Smearripper (42-58.8 power, 6 apr)Nilathagosin the Smearripper (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 46% chance to corrode armour When wielded/worn: Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Blindness immunity: +10% Confusion immunity: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced stralite longsword of corruption (37-51.8 power, 5 apr)balanced stralite longsword of corruption (37-51.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +12 (+4 eff.) Disarm immunity: +38% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of massacre (57.5-80.5 power, 6 apr)balanced voratun longsword of massacre (57.5-80.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +13 (+4 eff.) Disarm immunity: +47% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (12.5-17.5 power, 2 apr)iron longsword (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (12.5-17.5 power, 2 apr)iron longsword (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of erosion (16.5-23.1 power, 3 apr)steel longsword of erosion (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace (46.5-65.1 power, 6 apr)chilling voratun mace (46.5-65.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of paradox (46.5-65.1 power, 6 apr)voratun mace of paradox (46.5-65.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Damage when hit (Melee): 19 temporal Changes resistances: +11% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. creative mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage)creative mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +4 Wil Critical mult.: +8.00% Physical save: +4 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. pulsing mindstar of flames (12-13.2 power, 32 apr, nature damage)pulsing mindstar of flames (12-13.2 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 50% Mag, 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% When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +14% fire Changes resistances penetration: +11% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of projection (25-30 power, 5 apr, darkness element)cruel elven-wood starstaff of projection (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +16 (+5 eff.) Spell crit. chance: +7% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 143.49 to 172.19 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, fire element)cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, fire element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +7 (+2 eff.) Effects on melee hit: * 17% chance to blind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.80 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff 'Torisadil' (10-12 power, 2 apr, acid element)elm vilestaff 'Torisadil' (10-12 power, 2 apr, acid element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +10% acid / +6% mind Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 71.14 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal dragonbone vilestaff (30-36 power, 6 apr, blight element)infernal dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +23 (+7 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone magestaff (41-49.2 power, 6 apr, lightning element)potent dragonbone magestaff (41-49.2 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +41% lightning Talent granted: +1 Command Staff Spellpower: +19 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of might (38-45.6 power, 6 apr, blight element)potent dragonbone vilestaff of might (38-45.6 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +38% blight Talent granted: +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood magestaff of might (32-38.4 power, 5 apr, fire element)potent elven-wood magestaff of might (32-38.4 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 32.0 - 38.4 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +32% fire Talent granted: +1 Command Staff Spellpower: +17 (+5 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone starstaff of projection (30-36 power, 6 apr, darkness element)shimmering dragonbone starstaff of projection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +92.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 152.22 to 182.67 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing voratun waraxe of projection (39.5-55.3 power, 6 apr)arcing voratun waraxe of projection (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +18 mind / +15 lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. manaburning voratun waraxe (39.5-55.3 power, 6 apr)manaburning voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn One-handed war axes. |
Glareobsidian GlareobsidianInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +4 Cun Maximum life: +42.00 A belt that goes around your waist. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal elven-silk cloak (3 def, 0 armour)regal elven-silk cloak (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Wil Mental save: +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimahir the Flashumbra (13 def, 8 armour) Daimahir the Flashumbra (13 def, 8 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Wil / +16 Mag Changes resistances: +28% lightning / +15% temporal / +15% light / +6% nature / +15% darkness Changes resistances penetration: +5% light Changes damage: +19% light / +19% lightning Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Maximum life: +70.00 Spellpower: +20 (+6 eff.) Light radius: +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
This item will automatically be transmogrified when you leave the level. cashmere robe of light (+21%) (2 def, 0 armour)cashmere robe of light (+21%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% light Changes damage: +14% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of light (+21%) (5 def, 0 armour)focusing elven-silk robe of light (+21%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Mag / +7 Wil Changes resistances: +21% light Changes damage: +14% light Mana each turn: +0.38 Psi each turn: +0.37 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of light (+30%) (5 def, 0 armour)spellwoven elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% light Changes damage: +20% light Spell save: +26 (+9 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 55 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Xanigarin the Lightningresolve (0 def, 3 armour) Xanigarin the Lightningresolve (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid / 4 lightning Changes stats: +2 Cun / +3 Con Changes resistances penetration: +15% lightning Changes damage: +3% lightning Maximum encumbrance: +29 Physical save: +30 (+8 eff.) Spell save: +8 (+3 eff.) Mental save: +21 (+7 eff.) A pair of boots made of leather. |
invigorating pair of voratun boots of strife (0 def, 5 armour) invigorating pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +5 Con / +5 Wil Changes resistances penetration: +9% physical Stamina each turn: +0.50 Maximum life: +52.00 Mindpower: +6 (+3 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of tirelessness (0 def, 15 armour)miner's pair of voratun boots of tirelessness (0 def, 15 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +16.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Blastgrinder' (11 def, 1 armour) pair of rough leather boots 'Blastgrinder' (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+4 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze Changes resistances: +9% acid / +3% cold It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 29 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of iron boots of uncanny dodging (4 def, 3 armour)traveler's pair of iron boots of uncanny dodging (4 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -3% Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 149.33 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Sunrock (0 def, 2 armour) Sunrock (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Damage (Melee): 5 cold Damage when hit (Melee): 4 acid Changes resistances: +6% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour)hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 16 blight / 10 vim draining blight Changes stats: +3 Mag / +7 Wil / +1 Cun Changes resistances: +12% mind / +5% arcane Changes damage: +9% blight / +10% arcane Mental save: +18 (+6 eff.) Confusion immunity: +27% Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
This item will automatically be transmogrified when you leave the level. grounding linen wizard hat of the mind (+7%) (1 def, 0 armour)grounding linen wizard hat of the mind (+7%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +7% lightning / +7% temporal / +12% mind Changes damage: +12% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating rough leather cap (0 def, 1 armour)insulating rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% fire / +7% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of clarity (5 def, 10 armour)voratun mail armour of clarity (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +10% mind Mental save: +25 (+8 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of acid resistance (5 def, 8 armour)rejuvenating drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +21% acid Life regen: +6.40 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour (5 def, 23 armour)impenetrable dwarven-steel plate armour (5 def, 23 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. stralite plate armour (7 def, 13 armour)stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% A suit of armour made of metal plates. |
Eiliniriariavena the voratun shield (12 def, 3 armour, 73-87.6 power, 201.5 block) Eiliniriariavena the voratun shield (12 def, 3 armour, 73-87.6 power, 201.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 Burst (radius 1) on hit: +18 fire Damage against: +5% Horror When wielded/worn: Physical power: +2 (+0 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 8 arcane / 19 fire Changes stats: +1 Wil Changes resistances: +52% cold Talent granted: +5 Block Critical mult.: +3.00% Only die when reaching: -20.00 life Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield (12 def, 12 armour, 66-79.2 power, 261.5 block)reinforced voratun shield (12 def, 12 armour, 66-79.2 power, 261.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +262 When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. acidic quiver of dragonbone arrows of accuracy (23/23, 52.5-73.5 power, 18 apr)acidic quiver of dragonbone arrows of accuracy (23/23, 52.5-73.5 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon crit: * splashes the target with acid Damage (Ranged): +20 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of wind (22/22, 30.5-42.7 power, 10 apr)quiver of yew arrows of wind (22/22, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
211 alchemist agate 211 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adonn the Shaderaider (dig speed 16 turns) Adonn the Shaderaider (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Str Changes resistances: +6% darkness Changes damage: +3% darkness Maximum life: +25.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Goryhad GoryhadPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +14% blight / +11% darkness / +6% mind Changes resistances penetration: +15% blight / +10% mind Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 30 blight damage or heals 43 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 (85 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Voralebeth VoralebethCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning Spell save: +25 (+8 eff.) Mental save: +12 (+4 eff.) Mental crit. chance: +1% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
38 alchemist bloodstone 38 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of voratun shots (42/42, 55-66 power, 6 apr)high-capacity pouch of voratun shots (42/42, 55-66 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 42 When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Kyndur [power 53] (30 cooldown) Kyndur [power 53] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +20% blight Changes damage: +3% blight / +6% arcane Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +1 Ward Stamina each turn: +0.40 Mana each turn: +0.04 Vim when firing critical spell: +4.00 Spellpower: +4 (+1 eff.) It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation [power 49] (30 cooldown) stralite torque of psychoportation [power 49] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Warheart the Skeleton Bulwark level 26
16th Regrowth 123rd year of Ascendancy at 15:31 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Warheart the Skeleton Bulwark level 20
47th Haze 122nd year of Ascendancy at 07:33 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Warheart the Skeleton Bulwark level 25
15th Regrowth 123rd year of Ascendancy at 01:39 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Warheart the Skeleton Bulwark level 40
12nd Pyre 124th year of Ascendancy at 16:55 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Warheart the Skeleton Bulwark level 39
40th Regrowth 124th year of Ascendancy at 10:52 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Warheart the Skeleton Bulwark level 29
20th Pyre 123rd year of Ascendancy at 11:33 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Warheart the Skeleton Bulwark level 15
59th Dusk 122nd year of Ascendancy at 00:29 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By Warheart the Skeleton Bulwark level 40
23rd Pyre 124th year of Ascendancy at 14:32 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Warheart the Skeleton Bulwark level 28
2nd Pyre 123rd year of Ascendancy at 23:47 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Warheart the Skeleton Bulwark level 16
69th Dusk 122nd year of Ascendancy at 19:12 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Warheart the Skeleton Bulwark level 16
70th Dusk 122nd year of Ascendancy at 12:57 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Warheart the Skeleton Bulwark level 43
57th Pyre 124th year of Ascendancy at 06:00 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Warheart the Skeleton Bulwark level 44
1st Flare 124th year of Ascendancy at 12:14 see stats
Flooder (Nightmare (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Warheart the Skeleton Bulwark level 41
23rd Pyre 124th year of Ascendancy at 23:19 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Warheart the Skeleton Bulwark level 20
47th Haze 122nd year of Ascendancy at 07:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Warheart the Skeleton Bulwark level 10
12nd Dusk 122nd year of Ascendancy at 06:31 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Warheart the Skeleton Bulwark level 20
38th Haze 122nd year of Ascendancy at 00:34 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Warheart the Skeleton Bulwark level 30
25th Pyre 123rd year of Ascendancy at 14:23 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Warheart the Skeleton Bulwark level 40
73rd Regrowth 124th year of Ascendancy at 13:35 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Warheart the Skeleton Bulwark level 26
56th Regrowth 123rd year of Ascendancy at 08:32 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Warheart the Skeleton Bulwark level 43
59th Pyre 124th year of Ascendancy at 19:08 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Warheart the Skeleton Bulwark level 36
21st Haze 123rd year of Ascendancy at 23:13 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Warheart the Skeleton Bulwark level 34
48th Dusk 123rd year of Ascendancy at 21:02 see stats
Santassacre! (Nightmare (Roguelike) difficulty)
Killed the little helper elves after saving them!By Warheart the Skeleton Bulwark level 27
56th Regrowth 123rd year of Ascendancy at 08:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Warheart the Skeleton Bulwark level 29
24th Pyre 123rd year of Ascendancy at 23:16 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Warheart the Skeleton Bulwark level 29
17th Pyre 123rd year of Ascendancy at 14:15 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Warheart the Skeleton Bulwark level 4
3rd Mirth 122nd year of Ascendancy at 21:13 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Warheart the Skeleton Bulwark level 20
47th Haze 122nd year of Ascendancy at 07:33 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Warheart the Skeleton Bulwark level 12
28th Dusk 122nd year of Ascendancy at 08:41 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Warheart the Skeleton Bulwark level 30
54th Pyre 123rd year of Ascendancy at 14:22 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Warheart the Skeleton Bulwark level 29
20th Pyre 123rd year of Ascendancy at 12:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Warheart the Skeleton Bulwark level 17
79th Dusk 122nd year of Ascendancy at 01:38 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Warheart the Skeleton Bulwark level 29
24th Pyre 123rd year of Ascendancy at 23:11 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Warheart the Skeleton Bulwark level 24
14th Regrowth 123rd year of Ascendancy at 04:27 see stats
Log
Resting starts...
Rested for 13 turns (stop reason: all resources and life at maximum).
There is an exit to Grushnak Pride here (press '' or right click to use).
Ran for 95 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Entrance to the High Peak here (press '' or right click to use).
Ran for 250 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Entrance to the High Peak here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Entrance to the High Peak here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Entrance to the High Peak here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
Warheart deactivates Premonition.
Warheart deactivates Precise Strikes.
Warheart deactivates Shield Wall.
Warheart deactivates Defensive Posture.
