Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Berserker |
Level / Exp | 50 / 809% |
Size | big |
Lifes / Deaths | Killed by Ce'Niriakira the ghoul at level 8 on the 3rd Flare 122nd year of Ascendancy at 08:41 4 / 4Killed by Baal at level 23 on the 33rd Regrowth 123rd year of Ascendancy at 06:38 Killed by overpowered greater multi-hued wyrm at level 35 on the 68th Dusk 123rd year of Ascendancy at 11:53 Killed by Baal at level 50 on the 8th Haze 124th year of Ascendancy at 22:13 |
Antimagic | Follower |
Primary Stats
Strength | 139 (base 60) |
Dexterity | 79 (base 60) |
Constitution | 99 (base 60) |
Magic | 70 (base 62) |
Willpower | 90 (base 62) |
Cunning | 108 (base 64) |
Resources
Life | 1735/1735 |
Mana | 0/794 |
Stamina | 257/257 |
Equilibrium | 65 |
Healing Factor | 1.8472377766994 |
Regeneration | 85.333283464304 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
ESP Range | 5 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 339 |
Accuracy | 75 |
Crit Chance | 93% |
APR | 24 |
Speed | 1.11 |
Offense: Spell
Spellpower | 22.833333333333 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 84.94 |
Crit Chance | 57% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 49.700908632188 (93.924050632911%) |
Defense | 72.0375 |
Ranged Defense | 73.5375 |
Fatigue | 0 |
Physical Save | 80.06 |
Spell Save | 73.375 |
Mental Save | 60.049390521674 |
Defense: Resistances
All | + 29%( 84%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 31). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 62) for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 653 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 240 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Shattering Impact |
talent | Wild Growth |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Meditation |
talent | Slow Motion |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | You gain 40% resistance against acid. Resolve |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | The target has been splashed with acid, taking 24.19 acid damage per turn, reducing armour by 34 and attack by 30. Acid Splash |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by venom drake. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Baal. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by vampire. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 934. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Balitir (0 def, 3 armour) Balitir (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +3 Fatigue: +3% Changes resistances: +7% fire / +9% cold Changes damage: +3% physical Stamina each turn: +0.80 A pair of boots made of leather. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 146, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 403.44 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Delakaltholach the Galeresolve Delakaltholach the GaleresolveInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical power: +13 (+3 eff.) Defense: +26 (+6 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Str / +20 Cun / +10 Con Changes resistances: +6% lightning / +1% physical / +40% fire Changes damage: +20% fire Physical save: +12 (+2 eff.) Poison immunity: +15% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | voratun ring 'Treeborn' voratun ring 'Treeborn'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+3 eff.) Changes stats: +10 Str / +8 Wil / +7 Cun / +12 Con Changes resistances: +46% acid / +6% temporal Changes resistances penetration: +15% physical Changes damage: +20% acid / +6% nature Spell save: +29 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +4.20 Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Around waist | Embiggener EmbiggenerCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +10 Defense: +60 (+14 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% mind Stealth bonus: +29 Physical save: +21 (+4 eff.) Spell save: +15 (+4 eff.) Confusion immunity: +5% Mental crit. chance: +2% Size category: +1 A belt that goes around your waist. |
In main hand | Shockpiercer the voratun greatmaul (87-130.5 power, 4 apr) Shockpiercer the voratun greatmaul (87-130.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.0 - 130.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage (Melee): +68 insidious poison Burst (radius 1) on hit: +4 mind / +8 acid Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +21 (+5 eff.) Effects on melee hit: * 45% chance to daze Changes stats: +10 Str Changes resistances: +3% fire / +14% all Changes resistances penetration: +21% nature Changes damage: +20% physical Stamina when hit: +3.00 Massive two-handed mauls. |
On hands | 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 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creaters are additionally dealt 188.64 arcane damage and stunned), costing 60 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. You feel proud of having fulfilled this ancient duty. |
Main armor | Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+3 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | Twist (17 def, 0 armour) Twist (17 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +17 (+4 eff.) Damage when hit (Melee): 23 mind Changes stats: +8 Cun / +10 Dex Changes resistances: +6% lightning / +18% blight / +12% cold / +26% nature / +9% fire Physical save: +15 (+3 eff.) Life regen: +3.00 Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Woenail the voratun amulet Woenail the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +15 Defense: +22 (+6 eff.) Effects on melee hit: * 15% chance to daze Changes resistances: +30% lightning / +15% physical / +9% darkness / +3% cold / +12% nature / +6% acid Changes resistances cap: +14% all Changes resistances penetration: +5% darkness Physical save: +54 (+11 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.10 Amulets can have magical properties. |
Inventory
movement infusion of the wizard (698% speed; 4 turns) movement infusion of the wizard (698% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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..." |
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
shielding rune of the titan (absorb 546 for 4 turns) shielding rune of the titan (absorb 546 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 546 damage for 4 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. |
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. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Adaldamira the voratun amulet Adaldamira the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +9 Con Changes resistances: +39% light / +38% darkness Critical mult.: +20.00% Physical save: +44 (+9 eff.) Spell save: +25 (+6 eff.) Mental save: +31 (+8 eff.) Blindness immunity: +50% Life regen: +3.00 Maximum life: +54.00 Maximum hate: +2.00 Amulets can have magical properties. |
Darkonslaught DarkonslaughtInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +8 Physical crit. chance: +5.0% Armour: +7 Defense: +29 (+7 eff.) Damage when hit (Melee): 8 darkness Changes stats: +20 Lck / +9 Dex Changes resistances: +9% light / +6% darkness Changes resistances cap: +7% all Changes resistances penetration: +15% darkness Changes damage: +9% acid Critical mult.: +19.00% Physical save: +25 (+5 eff.) Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Getalebar the voratun amulet Getalebar the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical crit. chance: +6.0% Fatigue: -10% Changes stats: +3 Cun Changes resistances: +30% mind / +34% cold / +9% darkness / +30% fire Critical mult.: +20.00% Maximum encumbrance: +10 Confusion immunity: +45% Life regen: +4.90 Mindpower: +6 (+1 eff.) Amulets can have magical properties. |
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 (+1 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... |
Kindlenight KindlenightCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +23 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +20 Str / +8 Wil / +7 Cun / +19 Con Changes resistances: +3% fire Changes resistances penetration: +20% acid / +5% fire Changes damage: +6% fire Spell save: +10 (+2 eff.) Mental save: +14 (+4 eff.) Confusion immunity: +50% Mindpower: +11 (+2 eff.) Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Mardeledir the Deepsire (78.5-117.75 power, 4 apr) Mardeledir the Deepsire (78.5-117.75 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 30% Wil, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 20% chance to torment the target When wielded/worn: Accuracy: +41 (+9 eff.) Defense: +21 (+5 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 mind Changes stats: +2 Cun / +10 Str Changes resistances: +3% nature / +9% acid Changes resistances penetration: +26% mind / +21% darkness Changes damage: +21% physical Critical mult.: +10.00% Disarm immunity: +70% Stamina when hit: +4.00 Massive two-handed battleaxes. |
voratun battleaxe 'Shinebraze' (78-117 power, 4 apr) voratun battleaxe 'Shinebraze' (78-117 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 nature / +28 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 8 light / 8 fire Changes resistances: +3% acid / +6% darkness / +5% arcane / +14% all Changes resistances penetration: +14% nature / +10% light Changes damage: +3% nature / +9% light Critical mult.: +26.00% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 30% Wil, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 261.25 to 783.75 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 677.50 to 1355.00 physical damage (based on Strength) to each, costing 30 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Forestnail (67-100.5 power, 4 apr) Forestnail (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 40% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +73 insidious poison / +4 light Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +21.0% Changes resistances: +3% cold / +14% all Changes resistances penetration: +21% nature Spell save: +10 (+2 eff.) Light radius: +2 Massive two-handed mauls. |
Noonvile the voratun greatmaul (67-100.5 power, 4 apr) Noonvile the voratun greatmaul (67-100.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 47% chance to blind On weapon crit: * wounds the target reducing their healing * cripple the target When wielded/worn: Armour penetration: +21 Physical crit. chance: +59.0% Physical power: +40 (+7 eff.) Damage when hit (Melee): 4 light Changes stats: +10 Con Changes resistances: +1% physical Changes resistances penetration: +21% physical Changes damage: +6% nature Critical mult.: +26.00% Mental save: +20 (+5 eff.) Blindness immunity: +30% Disarm immunity: +49% Massive two-handed mauls. |
Stuck On You (65-97.5 power, 4 apr) Stuck On You (65-97.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +38 ice When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +21.0% Physical power: +40 (+7 eff.) Armour: +21 Defense: +21 (+5 eff.) Changes stats: +10 Con Changes resistances: +9% darkness Changes resistances penetration: +21% cold / +19% physical Reduces incoming crit damage: 15.00% Blindness immunity: +10% Poison immunity: +15% Disarm immunity: +114% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
voratun greatmaul 'Obsidianspire' (65-97.5 power, 4 apr) voratun greatmaul 'Obsidianspire' (65-97.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 41% chance to corrode armour Damage (Melee): +84 insidious poison When wielded/worn: Armour penetration: +21 Changes stats: +1 Wil Changes resistances: +9% all Changes resistances penetration: +21% acid / +21% physical / +21% nature / +20% darkness Changes damage: +21% physical Reduces incoming crit damage: 10.00% Mental save: +10 (+2 eff.) Life regen: +4.00 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Massive two-handed mauls. |
Aeryrimina the voratun greatsword (60-96 power, 4 apr) Aeryrimina the voratun greatsword (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Burst (radius 2) on crit: +42 ice / +21 fire Damage against: +26% Living When wielded/worn: Physical power: +21 (+4 eff.) Armour: +31 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +10 Con Changes resistances: +6% blight / +3% light / +3% lightning Changes resistances penetration: +21% cold / +20% fire / +21% physical Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +49% Global speed: +8% Massive two-handed swords. |
Cyrowen (83.5-133.6 power, 4 apr) Cyrowen (83.5-133.6 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 48% chance to cause random gloom * 20% chance to torment the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +35 mind When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +10 Wil / +10 Cun Changes resistances: +3% physical Changes resistances penetration: +19% mind / +21% darkness Maximum life: +30.00 Massive two-handed swords. |
Duvoruilen the voratun greatsword (61.5-98.4 power, 4 apr) Duvoruilen the voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 darkness Damage against: +26% Living When wielded/worn: Armour penetration: +45 Physical crit. chance: +49.0% Physical power: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances penetration: +21% physical Changes damage: +20% physical Critical mult.: +23.00% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
voratun greatsword 'Busazor' (64-102.4 power, 4 apr) voratun greatsword 'Busazor' (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour Damage (Melee): +27 mind When wielded/worn: Accuracy: +21 (+5 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +7 Str / +2 Wil Changes resistances: +5% arcane / +10% all Changes resistances penetration: +20% acid / +21% nature Changes damage: +20% physical Grants telepathy: Dragon Life regen: +4.00 Stamina when hit: +4.00 Infravision radius: +3 See invisible: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. thaloren dragonbone longbow of true flightthaloren dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +12.0% Changes damage: +22% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 55% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% It can be used to activate talent Bloom Heal (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 90% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 92.76 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 70% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Sand Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 398.06 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Ivessra the Stokespike (13-14.3 power, 32 apr, mind damage) Ivessra the Stokespike (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 13.0 - 14.3 Uses stats: 75% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Changes stats: +10 Wil Changes resistances: +16% lightning / +25% fire / +17% cold Changes damage: +6% arcane / +9% fire Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Physical save: +13 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shadowfiend (14-15.4 power, 32 apr, mind damage) Shadowfiend (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 75% Wil, 25% Cun Damage type: Mind 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): 12 darkness Changes stats: +6 Cun Changes resistances penetration: +5% darkness Critical mult.: +17.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of storms (14-15.4 power, 32 apr, nature damage) creative pulsing mindstar of storms (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +10% lightning Changes resistances penetration: +4% lightning Changes damage: +11% lightning Critical mult.: +9.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's pulsing mindstar of persecution (12.5-13.75 power, 32 apr, nature damage) dreamer's pulsing mindstar of persecution (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 12.5 - 13.8 Uses stats: 75% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +12% Unnatural When wielded/worn: Changes resistances: +12% mind Mental save: +5 (+1 eff.) Maximum psi: +18.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
parasitic living mindstar of balance (15.5-17.05 power, 40 apr, mind damage) parasitic living mindstar of balance (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +5 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +16.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +14% Life leech: +15% 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. |
Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 150% Mag, 30% Wil Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+5 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Whip of Urh'Rok (55-60.5 power, 0 apr) Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 30% Wil, 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Belugavea the drakeskin leather belt Belugavea the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +4 Mag / +6 Wil / +7 Cun / +6 Con Changes resistances: +10% acid / +9% light / +9% fire / +10% cold / +9% lightning Physical save: +33 (+7 eff.) Spell save: +41 (+10 eff.) Mental save: +33 (+8 eff.) Mindpower: +22 (+4 eff.) Light radius: +2 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Satyrwend the drakeskin leather belt Satyrwend the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +6 Dex / +6 Cun / +6 Con / +9 Lck Changes resistances: +15% lightning / +15% temporal / +3% darkness / +3% cold / +3% acid Changes resistances penetration: +5% nature / +5% mind Changes damage: +12% acid Trap disarming bonus: +30 Stealth bonus: +26 Mental save: +15 (+4 eff.) Mindpower: +8 (+2 eff.) Infravision radius: +6 A belt that goes around your waist. |
drakeskin leather belt 'Eloravea' drakeskin leather belt 'Eloravea'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str / +1 Dex / +3 Mag Changes resistances: +6% nature Changes resistances penetration: +20% physical Changes damage: +23% physical Critical mult.: +15.00% Life regen: +2.70 Maximum life: +70.00 Infravision radius: +2 See invisible: +6 Healing mod.: +30% A belt that goes around your waist. |
drakeskin leather belt 'Salille' drakeskin leather belt 'Salille'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Changes stats: +6 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +6% acid / +15% fire / +14% cold / +15% nature / +5% arcane Changes resistances penetration: +15% acid Reduced damage from: +45% Summoned Physical save: +35 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +19 (+5 eff.) Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
Duathelsever the elven-silk cloak (28 def, 0 armour) Duathelsever the elven-silk cloak (28 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+7 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +4 Dex / +9 Wil / +10 Cun / +2 Con Changes resistances: +25% fire / +25% light / +3% darkness Stealth bonus: +13 Physical save: +15 (+3 eff.) Spell save: +29 (+7 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+3 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 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 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. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Belyrenne (0 def, 5 armour) Belyrenne (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +8 Dex / +5 Wil / +8 Cun / +9 Con Changes resistances: +6% blight / +15% fire / +6% light Changes resistances penetration: +10% physical Mental save: +21 (+5 eff.) Teleport immunity: +10% Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Betiriath the Unlightbone (0 def, 5 armour) Betiriath the Unlightbone (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 20 darkness Changes stats: +8 Cun / +8 Dex Changes resistances: +6% light / +6% fire Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Blindness immunity: +25% Disarm immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chigorn the Sunransom (7 def, 5 armour) Chigorn the Sunransom (7 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +5 Defense: +7 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Con Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +5% light Maximum encumbrance: +48 Physical save: +15 (+3 eff.) Spell save: +3 (+1 eff.) Life regen: +0.80 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremuhor the pair of voratun boots (0 def, 11 armour) Eremuhor the pair of voratun boots (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +4% Changes resistances: +14% lightning / +15% temporal / +3% blight / +14% fire / +13% cold Changes resistances penetration: +14% physical Changes damage: +9% mind Blindness immunity: +10% Cut immunity: +25% Stun/Freeze immunity: +25% Life regen: +5.00 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremydrahad the pair of drakeskin leather boots (25 def, 5 armour) Eremydrahad the pair of drakeskin leather boots (25 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +25 (+6 eff.) Fatigue: -5% Damage when hit (Melee): 16 mind Changes stats: +15 Lck / +8 Dex Changes resistances: +6% mind / +18% fire Stealth bonus: +13 Spell save: +9 (+2 eff.) Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 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 35% chance to completely evade them and granting you 26 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Growth (0 def, 5 armour) Growth (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 physical Changes stats: +1 Con Changes resistances: +30% lightning / +25% temporal / +3% darkness / +9% acid Maximum encumbrance: +20 Life regen: +11.20 Maximum life: +10.00 Healing mod.: +52% A pair of boots made of leather. |
Gynn (6 def, 9 armour) Gynn (6 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -24% Changes stats: +4 Str / +4 Con Changes resistances: +6% mind Maximum encumbrance: +94 Physical save: +36 (+7 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +15% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islebeth the pair of voratun boots (10 def, 5 armour) Islebeth the pair of voratun boots (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +6 Con Changes resistances: +27% lightning / +15% temporal / +5% arcane Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% mind Physical save: +25 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +19 (+5 eff.) Stamina each turn: +0.90 Maximum life: +59.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerith the Sepsisshear (0 def, 15 armour) Nerith the Sepsisshear (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes stats: +9 Str / +2 Mag / +10 Con Changes resistances: +12% acid / +3% light / +30% fire / +41% cold / +15% lightning Changes resistances penetration: +15% nature Changes damage: +10% physical Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Sewerwinnow the pair of drakeskin leather boots (25 def, 5 armour) Sewerwinnow the pair of drakeskin leather boots (25 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: -15% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +1 Str / +4 Con Changes resistances: +3% blight / +3% light / +9% lightning Maximum encumbrance: +100 Physical save: +24 (+5 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 35% chance to completely evade them and granting you 36 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Stormwoe the pair of voratun boots (33 def, 5 armour) Stormwoe the pair of voratun boots (33 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +33 (+8 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -6% Changes stats: +9 Str / +1 Wil / +10 Con Changes resistances: +9% lightning Changes damage: +10% physical Spell save: +9 (+2 eff.) Mental save: +21 (+5 eff.) Stamina each turn: +0.90 Hate when firing a critical mind attack: +3.00 Maximum life: +58.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.6 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Lisirin' (22 def, 7 armour) pair of drakeskin leather boots 'Lisirin' (22 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +7 Defense: +22 (+6 eff.) Ranged Defense: +22 (+6 eff.) Fatigue: +5% Changes resistances: +15% temporal / +6% mind / +6% darkness Life regen: +4.60 Healing mod.: +30% A pair of boots made of leather. |
pair of drakeskin leather boots 'Malamarion' (20 def, 5 armour) pair of drakeskin leather boots 'Malamarion' (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +12 Cun / +11 Con Changes resistances: +3% light / +3% physical Physical save: +50 (+10 eff.) Mental save: +41 (+10 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
pair of voratun boots 'Scumdream' (0 def, 15 armour) pair of voratun boots 'Scumdream' (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 23 nature / 4 fire Changes stats: +8 Str / +6 Wil / +14 Con Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% physical Spell save: +6 (+2 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Searrune' (0 def, 5 armour) pair of voratun boots 'Searrune' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +3 Str / +12 Cun / +13 Con Changes resistances: +3% blight / +24% fire / +6% temporal / +13% cold Reduces incoming crit damage: 17.00% Maximum encumbrance: +50 Physical save: +59 (+12 eff.) Mental save: +44 (+11 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blackarc the voratun gauntlets (0 def, 3 armour) Blackarc the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 30 cold Damage when hit (Melee): 16 lightning Changes stats: +5 Str / +9 Dex / +5 Wil / +9 Cun / +7 Con Changes resistances: +18% cold Changes damage: +22% cold Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Infravision radius: +3 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +8 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +27 ice It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.3 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 10% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 33.80 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Islyleda the Starsin (0 def, 3 armour) Islyleda the Starsin (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +24 Armour: +3 Effects on melee hit: * 24% chance to cause random gloom * Slows global speed by 30% Damage (Melee): 32 mind / 40 darkness Damage when hit (Melee): 8 mind Changes stats: +18 Cun / +18 Dex Changes resistances: +6% blight / +6% nature / +5% arcane Changes damage: +9% light Mental save: -5 (-2 eff.) Life regen: +6.00 Stamina each turn: +0.90 Psi each turn: +0.34 Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +32 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.3 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Smoldersaw the drakeskin leather gloves (0 def, 9 armour) Smoldersaw the drakeskin leather gloves (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +15 (+3 eff.) Armour: +9 Changes stats: +9 Str / +6 Dex / +6 Con Changes resistances: +3% fire / +1% physical / +9% cold Physical save: +28 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +23 (+6 eff.) Disarm immunity: +40% Maximum life: +80.00 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 44.0 - 48.4 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +5 Physical crit. chance: +16.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +4 mind / +29 physical Burst (radius 1) on hit: +8 physical It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sticky Bandits (0 def, 3 armour) Sticky Bandits (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +3 Damage (Melee): 15 mind Changes stats: +13 Str / +9 Wil / +3 Cun / +11 Con Changes resistances: +8% mind Changes damage: +10% mind / +9% acid Talent mastery: +0.40 Technique / Grappling Critical mult.: +11.00% Disarm immunity: +98% Equilibrium when hit: +0.08 Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Spell crit. chance: +20% Mindpower: +6 (+1 eff.) Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 35.0 - 38.5 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +15 mind 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. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 34% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 26%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Tisadil the Dourblood (8 def, 14 armour) Tisadil the Dourblood (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +4 Dex / +5 Cun / +5 Con Changes resistances: +18% acid / -40% light / +21% fire / +6% blight / +15% cold / +22% mind / +7% all Changes resistances penetration: +10% darkness Changes damage: +6% darkness Physical save: +15 (+3 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +45% Life regen: +6.40 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour) miner's iron helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 28.91 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of spell shielding (5 def, 16 armour)hardened voratun mail armour of spell shielding (5 def, 16 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +9% acid / +11% physical / +9% lightning / +13% fire / +10% arcane / +13% cold Spell save: +14 (+4 eff.) A suit of armour made of mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 113.82 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Nightwrither (20 def, 18 armour) Nightwrither (20 def, 18 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% * 45% chance to inflict damage reduction Changes stats: +5 Cun Changes resistances: +6% lightning / +9% light / +11% fire / +11% nature / +6% acid / +13% physical / +13% cold / +10% mind / +3% darkness Mental save: +48 (+12 eff.) Life regen: +11.50 Healing mod.: +30% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Yaryleg' (18 def, 8 armour) drakeskin leather armour 'Yaryleg' (18 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+4 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +5 Dex / +2 Wil Changes resistances: +36% lightning / +9% light / +18% acid Life regen: +18.50 Maximum life: +63.00 Maximum psi: +20.00 Movement speed: +20% Healing mod.: +59% A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 15 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+3 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
voratun plate armour 'Flashtaint' (9 def, 16 armour) voratun plate armour 'Flashtaint' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes stats: +6 Str / +6 Wil / +7 Con Changes resistances: +26% acid / +30% darkness / +26% blight / +6% fire / +3% light Changes damage: +3% lightning Grants telepathy: Dragon Humanoid/Orc Maximum life: +143.00 Light radius: +2 A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 80.50 to 100.62 light damage (based on Willpower and Cunning), costing 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 60 power out of 100/100. The very essence of bearness! |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
670 alchemist agate 670 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 sapphire 17 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Digger (dig speed 9 turns) Digger (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -20% Changes stats: +6 Cun / +13 Str Changes resistances: +9% light / +5% arcane Changes damage: +14% mind / +15% fire Mental save: +15 (+4 eff.) Disarm immunity: +15% Life regen: +0.20 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 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. |
12 jade 12 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise 13 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Airserpent AirserpentInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +23 Effects on melee hit: * 30% chance to daze Changes stats: +3 Str Changes resistances penetration: +29% all Changes damage: +6% light / +6% lightning Spell save: +21 (+5 eff.) Maximum life: +80.00 Light radius: +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Arylathalar the Chargebright Arylathalar the ChargebrightInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict damage reduction Changes resistances: +9% light Changes resistances penetration: +14% all Changes damage: +3% lightning Physical save: +20 (+4 eff.) Spell save: +25 (+6 eff.) Mental save: +12 (+3 eff.) Maximum life: +70.00 Mental crit. chance: +4% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Balancewake the dwarven lantern Balancewake the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +9% nature Changes damage: +9% nature Reduces incoming crit damage: 10.00% Physical save: +14 (+3 eff.) Mental save: +12 (+3 eff.) Disarm immunity: +5% Teleport immunity: +20% Maximum life: +80.00 Maximum stamina: +20.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +11% Light radius: -6 Infravision radius: +9 Healing mod.: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Ce'Nubrena the Mirejustice Ce'Nubrena the MirejusticeInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +9 Wil / +6 Con Changes resistances: +14% blight / +12% fire / +6% nature Changes damage: +21% mind Mental save: +9 (+2 eff.) Blindness immunity: +44% Confusion immunity: +30% Life regen: +6.50 Mindpower: +4 (+1 eff.) Light radius: +16 See stealth: +23 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.4 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Deepstaint the dwarven lantern Deepstaint the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +7 Wil Changes resistances: +5% arcane / +6% cold Changes damage: +6% acid / +14% mind / +6% darkness Spell save: +29 (+7 eff.) Blindness immunity: +96% Confusion immunity: +60% Maximum life: +80.00 Light radius: +16 See stealth: +50 See invisible: +49 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 6.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Earithad the dwarven lantern Earithad the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +20 Wil Changes resistances: +6% temporal / +6% light / +6% darkness Changes damage: +25% mind Critical mult.: +20.00% Physical save: +15 (+3 eff.) Maximum hate: +11.00 Light radius: +4 Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Ebonystake EbonystakeCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +2 Defense: +14 (+4 eff.) Changes stats: +10 Cun Changes resistances: +3% nature / +2% physical Changes resistances penetration: +15% darkness Physical save: +17 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +31 (+8 eff.) Blindness immunity: +10% Knockback immunity: +10% Teleport immunity: +20% Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: -1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 1 per turn to a maximum eventual radius of 3, doing 12.45 cold damage and 15.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts 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. |
Emavena EmavenaCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -4% Changes stats: +11 Cun / +1 Con Changes resistances: +6% nature / +5% arcane Mental save: +15 (+4 eff.) Blindness immunity: +88% Confusion immunity: +55% Light radius: +6 Infravision radius: +8 See stealth: +69 See invisible: +64 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 6.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Erelasaleg ErelasalegInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Wil / +13 Cun / +6 Con Changes resistances: +15% blight / +5% arcane Critical mult.: +20.00% Physical save: +19 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +13 (+3 eff.) Life regen: +6.20 Maximum psi: +10.00 Light radius: -6 Infravision radius: +9 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Flashquench the dwarven lantern Flashquench the dwarven lanternInfused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +29 (+7 eff.) Changes stats: +2 Dex / +7 Wil Changes resistances: +6% fire Changes damage: +13% mind / +9% physical Maximum encumbrance: +20 Physical save: +35 (+7 eff.) Spell save: +48 (+11 eff.) Mental save: +65 (+16 eff.) Knockback immunity: +10% Light radius: +4 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Furnaceknave FurnaceknaveInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes stats: +9 Cun / +5 Wil Changes resistances: +3% darkness / +6% nature / +3% light Changes resistances penetration: +20% fire / +12% all Critical mult.: +16.00% Equilibrium when hit: +0.12 Maximum life: +73.00 Light radius: -4 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Glintwild GlintwildInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30 arcane resource burn * 47% chance to blind Changes stats: +11 Cun / +6 Con Changes resistances: +3% acid / +6% light / +8% blight / +6% cold / +3% mind / +3% fire Changes resistances penetration: +13% all Changes damage: +6% nature Life regen: +6.50 Light radius: +0 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Morningspike the dwarven lantern Morningspike the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +20 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +14 Wil Changes resistances: +5% arcane / +6% fire Changes damage: +3% lightning Critical mult.: +39.00% Physical save: +15 (+3 eff.) Light radius: +12 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Shadeknight ShadeknightInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Changes stats: +14 Wil / +10 Cun / +3 Con Changes resistances: +9% acid / +3% fire Changes damage: +6% darkness Critical mult.: +40.00% Stamina each turn: +0.60 Maximum life: +88.00 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Startooth StartoothInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 47 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +13 Wil Changes resistances: +6% blight Changes resistances penetration: +14% all Changes damage: +15% mind / +3% acid Critical mult.: +20.00% Spell save: +3 (+1 eff.) Maximum life: +80.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Thieve's Boon Thieve's BoonInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +22 Cun Changes resistances: +9% blight / +3% nature / +5% arcane Spell save: +29 (+7 eff.) Mental save: +15 (+4 eff.) Maximum life: +72.00 Light radius: -16 Infravision radius: +18 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Turakhad the Mirewither Turakhad the MirewitherInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +6 Con / +9 Wil Changes resistances: +15% blight Changes damage: +6% nature Critical mult.: +35.00% Spell save: +6 (+2 eff.) Blindness immunity: +50% Confusion immunity: +24% Life regen: +6.50 Light radius: +13 See stealth: +25 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Weepwilter the dwarven lantern Weepwilter the dwarven lanternCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +3% lightning / +9% fire / +3% light / +5% arcane Changes resistances penetration: +10% acid Changes damage: +3% nature / +9% acid Blindness immunity: +130% Confusion immunity: +86% Light radius: +11 Infravision radius: +8 See stealth: +68 See invisible: +73 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.8 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xanasena the Splendourlord Xanasena the SplendourlordCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Mag / +7 Wil / +11 Cun Changes resistances: +9% light / +3% blight Changes resistances penetration: +15% all Changes damage: +15% mind Spell save: +10 (+2 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -60.00 life Light radius: -4 Infravision radius: +11 See stealth: +25 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xerabrethra XerabrethraInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 8 physical Changes stats: +2 Dex / +3 Con Changes resistances penetration: +15% all Physical save: +26 (+5 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -60.00 life Mindpower: +9 (+2 eff.) Mental crit. chance: +11% Light radius: +6 Healing mod.: +52% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xukira XukiraInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Defense: +15 (+4 eff.) Changes stats: +2 Con / +6 Wil Changes resistances: +6% cold Critical mult.: +23.00% Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +28 (+7 eff.) Mental crit. chance: +4% Light radius: +14 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zanolathadig ZanolathadigInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +11 Cun / +7 Wil Changes resistances: +6% blight / +15% fire / +3% darkness / +9% temporal Changes damage: +15% mind Physical save: +35 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Light radius: -6 Infravision radius: +9 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Zubayalle the Furnaceoath Zubayalle the FurnaceoathCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +3 Mag Changes resistances: +3% temporal Changes resistances penetration: +15% all Changes damage: +3% fire Grants telepathy: Humanoid/Orc Blindness immunity: +50% Confusion immunity: +30% Stun/Freeze immunity: +20% Light radius: +22 See stealth: +25 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Balivor' dwarven lantern 'Balivor'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +10 Cun / +7 Wil Changes resistances: +9% acid Changes damage: +15% mind Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Physical save: +16 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Maximum life: +40.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: -6 Infravision radius: +9 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Cloudsage' dwarven lantern 'Cloudsage'Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +20 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +5% mind Psi when hit: +0.04 Light radius: -6 Infravision radius: +14 Heals friendly targets nearby when you use a nature summon: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Cyrulraba' dwarven lantern 'Cyrulraba'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +15 (+4 eff.) Changes stats: +11 Con Changes resistances: +15% blight / +6% light Changes resistances penetration: +15% all Grants telepathy: Humanoid/Orc Physical save: +20 (+4 eff.) Spell save: +29 (+7 eff.) Mental save: +30 (+8 eff.) Life regen: +6.10 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Earedukhad' dwarven lantern 'Earedukhad'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Changes stats: +3 Dex / +8 Wil / +1 Cun Changes resistances: +6% blight / +6% darkness / +6% acid Grants telepathy: Dragon Critical mult.: +20.00% Physical save: +15 (+3 eff.) Light radius: +14 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
10 bloodstone 10 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. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 536.80 fire damage (based on Magic), costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 614.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chargeimmortal [power 697] (8 cooldown) Chargeimmortal [power 697] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 47% chance to corrode armour Changes resistances: +3% nature / +6% lightning Changes resistances penetration: +15% fire Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to fire a blast of psionic energies in a range 9 beam (dam 348-697), putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Infernoprophet [power 271] (21 cooldown) Infernoprophet [power 271] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 physical Changes stats: +3 Dex Changes resistances: +9% cold Changes damage: +6% fire Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 271 for 7 turns, putting all charms on cooldown for 21 turns. When used: 200% chance to regenerate 19 hate. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call an antimagic pillar for 15 turns, but silence yourself for 5 turns, costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
11 diamond 11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 amber 20 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. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By Baal the Shalore Berserker level 31
61st Pyre 123rd year of Ascendancy at 23:59 see stats
By Baal the Shalore Berserker level 42
5th Mirth 124th year of Ascendancy at 03:05 see stats
By Baal the Shalore Berserker level 30
60th Pyre 123rd year of Ascendancy at 08:35 see stats
By Baal the Shalore Berserker level 12
21st Dusk 122nd year of Ascendancy at 02:44 see stats
By Baal the Shalore Berserker level 35
64th Dusk 123rd year of Ascendancy at 22:13 see stats
By Baal the Shalore Berserker level 35
68th Dusk 123rd year of Ascendancy at 11:52 see stats
By Baal the Shalore Berserker level 33
10th Dusk 123rd year of Ascendancy at 12:53 see stats
By Baal the Shalore Berserker level 25
53rd Regrowth 123rd year of Ascendancy at 18:45 see stats
By Baal the Shalore Berserker level 41
23rd Pyre 124th year of Ascendancy at 01:59 see stats
By Baal the Shalore Berserker level 46
52nd Dusk 124th year of Ascendancy at 12:49 see stats
By Baal the Shalore Berserker level 26
62nd Regrowth 123rd year of Ascendancy at 21:43 see stats
By Baal the Shalore Berserker level 33
17th Dusk 123rd year of Ascendancy at 13:21 see stats
By Baal the Shalore Berserker level 32
7th Dusk 123rd year of Ascendancy at 18:15 see stats
By Baal the Shalore Berserker level 20
1st Wintertide 123rd year of Ascendancy at 20:40 see stats
By Baal the Shalore Berserker level 25
45th Regrowth 123rd year of Ascendancy at 06:10 see stats
By Baal the Shalore Berserker level 18
65th Dusk 122nd year of Ascendancy at 13:04 see stats
By Baal the Shalore Berserker level 20
5th Regrowth 123rd year of Ascendancy at 14:39 see stats
By Baal the Shalore Berserker level 22
11st Regrowth 123rd year of Ascendancy at 23:12 see stats
By Baal the Shalore Berserker level 47
59th Dusk 124th year of Ascendancy at 02:15 see stats
By Baal the Shalore Berserker level 34
17th Dusk 123rd year of Ascendancy at 14:40 see stats
By Baal the Shalore Berserker level 14
33rd Dusk 122nd year of Ascendancy at 07:01 see stats
By Baal the Shalore Berserker level 37
65th Haze 123rd year of Ascendancy at 18:16 see stats
By Baal the Shalore Berserker level 44
28th Dusk 124th year of Ascendancy at 22:16 see stats
By Baal the Shalore Berserker level 10
5th Dusk 122nd year of Ascendancy at 09:43 see stats
By Baal the Shalore Berserker level 20
76th Haze 122nd year of Ascendancy at 15:28 see stats
By Baal the Shalore Berserker level 30
59th Pyre 123rd year of Ascendancy at 15:06 see stats
By Baal the Shalore Berserker level 40
33rd Regrowth 124th year of Ascendancy at 16:20 see stats
By Baal the Shalore Berserker level 50
6th Haze 124th year of Ascendancy at 23:04 see stats
By Baal the Shalore Berserker level 38
4th Decay 123rd year of Ascendancy at 14:04 see stats
By Baal the Shalore Berserker level 46
57th Dusk 124th year of Ascendancy at 22:35 see stats
By Baal the Shalore Berserker level 20
76th Haze 122nd year of Ascendancy at 17:32 see stats
By Baal the Shalore Berserker level 25
39th Regrowth 123rd year of Ascendancy at 14:22 see stats
By Baal the Shalore Berserker level 50
8th Haze 124th year of Ascendancy at 22:13 see stats
By Baal the Shalore Berserker level 38
6th Decay 123rd year of Ascendancy at 12:20 see stats
By Baal the Shalore Berserker level 15
60th Dusk 122nd year of Ascendancy at 01:09 see stats
By Baal the Shalore Berserker level 32
7th Dusk 123rd year of Ascendancy at 19:07 see stats
By Baal the Shalore Berserker level 50
8th Haze 124th year of Ascendancy at 22:12 see stats
By Baal the Shalore Berserker level 14
33rd Dusk 122nd year of Ascendancy at 06:31 see stats
By Baal the Shalore Berserker level 47
57th Dusk 124th year of Ascendancy at 23:16 see stats
By Baal the Shalore Berserker level 21
8th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Baal the Shalore Berserker level 10
7th Dusk 122nd year of Ascendancy at 16:35 see stats
By Baal the Shalore Berserker level 38
4th Decay 123rd year of Ascendancy at 09:46 see stats
By Baal the Shalore Berserker level 21
8th Regrowth 123rd year of Ascendancy at 03:23 see stats
By Baal the Shalore Berserker level 25
45th Regrowth 123rd year of Ascendancy at 06:10 see stats
By Baal the Shalore Berserker level 23
14th Regrowth 123rd year of Ascendancy at 00:05 see stats
By Baal the Shalore Berserker level 30
60th Pyre 123rd year of Ascendancy at 03:43 see stats
Log
Baal uses Execution.
Baal performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Baal hits Argoniel for 979 physical damage.
Baal killed Argoniel!
Baal is invigorated by the attack!
Baal stops burning.
Acid Splash from Argoniel hits Baal for (9 antimagic), 0 acid (0 total damage).
Baal's rage subsides!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Baal deactivates Antimagic Shield.
Baal deactivates Precise Strikes.
Baal is no longer attuned.
Baal deactivates Berserker Rage.
Baal deactivates Slow Motion.
Baal is free from the acid.
Baal meditates on nature.
Baal no longer revels in blood quite so much.
Baal deactivates Elemental Harmony.
Baal deactivates Wild Growth.
Baal deactivates Shattering Impact.
Baal deactivates Daunting Presence.