











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 6334% |
| Size | big |
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 50 on the 1st Dearth 125th year of Ascendancy at 08:51 / 2Killed by Polenn the sandworm at level 50 on the 18th Steel 126th year of Ascendancy at 00:10 |
| Antimagic | Follower |
Primary Stats
| Strength | 150 (base 29) |
| Dexterity | 154 (base 66) |
| Constitution | 65 (base 13) |
| Magic | 45 (base 14) |
| Willpower | 118 (base 63) |
| Cunning | 118 (base 62) |
Resources
| Hate | 108/108 |
| Equilibrium | 55 |
| Life | -308/2098 |
| Stamina | 150/497 |
| Psi | 208/208 |
| Healing Factor | 2.3723113978713 |
| Regeneration | 569.52690607727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15.794733192202 |
| Infravision | 5 |
| See Stealth | 73.881944414149 |
| See Invisible | 116.88194441415 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 244 |
| Accuracy | 95 |
| Crit Chance | 64% |
| APR | 65 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 118 |
| Accuracy | 95 |
| Crit Chance | 64% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +63% |
| Physical | +186% |
| Cold | +54% |
| All | +13% |
| Lightning | +43% |
| Light | +28% |
| Mind | +43% |
| Fire | +25% |
| Nature | +73% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +49% |
| Nature | +30% |
| Darkness | +10% |
| Physical | +78% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 147.04843605523 (100%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 4.7616173808087 |
| Physical Save | 101 |
| Spell Save | 81 |
| Mental Save | 85 |
Defense: Resistances
| Acid | + 83%( 83%) |
| Blight | + 76%( 83%) |
| Arcane | + 57%( 83%) |
| Cold | + 83%( 83%) |
| All | + 50%( 83%) |
| Physical | + 77%( 83%) |
| Lightning | + 71%( 83%) |
| Light | + 71%( 83%) |
| Temporal | + 68%( 83%) |
| Mind | + 59%( 83%) |
| Darkness | + 83%( 83%) |
| Fire | + 76%( 83%) |
| Nature | + 70%( 83%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 100% |
| Bleed Resistance | 75% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1172% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 50% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 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 749 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Agility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Thermal Shield |
| talent | Mitosis |
| talent | Charged Shield |
| talent | Repel |
| talent | Augmentation |
| talent | Shield Wall |
| talent | Shards |
| talent | True Grit |
| talent | Antimagic Shield |
| detrimental effect | The target has been dominated. It is unable to move and has lost 70 armor and 101 defense. Attacks from Polenn the sandworm gain 78% damage penetration. Dominated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 149.84 life per turn. Regeneration |
| beneficial effect | You gain 87% resistance against darkness. Resolve |
| detrimental effect | The target has a 10% chance to fail any spell it casts and a chance each turn to lose spell sustains. Spell Disruption |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | Each melee blow landed has a 70% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | The target is able to burrow into walls, and additionally has 33 more APR and 16% more physical resistance penetration. Burrow |
| beneficial effect | The target has 50 increased life regeneration. Recovery |
| beneficial effect | The target's skin turns to stone, granting 19 armour, 23 physical save and 23 spell save. Also applies 144 armour to all non-physical damage. Dwarven Resilience |
| detrimental effect | Qwue is fed upon by Polenn the sandworm. Fed Upon |
| beneficial effect | The target has 38% chance to evade melee and ranged attacks and gains 27 defense. Evasion |
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. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 Cyryna the thief. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Emuvea the large brown snake. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Qwue. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Arivena the skeleton assassin. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Arorann the giant green ant. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Betassra the white wolf. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Poledatira the wolf. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3346. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | enhanced voratun greatsword of rage (59.5-95.2 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +35 Str / +19 Dex / +19 Mag / +17 Wil / +17 Cun / +17 Con Changes damage: +19% physical Massive two-handed swords. |
| On hands | voratun gauntlets 'Healwasp' (35 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +45 (+8 eff.) Armour: +3 Defense: +35 (+7 eff.) Fatigue: +5% Changes stats: +6 Str / +5 Con Changes damage: +12% nature / +40% physical Critical mult.: +26.76% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | dwarven lantern 'Serpentimmortal'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +6 Wil Changes resistances penetration: +25% nature Changes damage: +18% nature / +12% cold Critical mult.: +17.00% Physical save: +20 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +45% Confusion immunity: +30% Light radius: +10 See stealth: +21 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 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. |
| On head | Haleyon the drakeskin leather cap (0 def, 30 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +35 (+6 eff.) Armour: +30 Fatigue: +5% Changes resistances: +14% fire / +12% cold Changes resistances penetration: +39% mind Changes damage: +15% mind / +47% physical Critical mult.: +31.87% Physical save: +18 (+3 eff.) A cap made of leather. |
| On feet | 05 (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: -6% Effects on melee hit: * 23 arcane resource burn Damage when hit (Melee): 6 mind / 2 cold Changes stats: +10 Str / +1 Wil / +7 Con Changes resistances: +3% light Changes resistances penetration: +15% physical Changes damage: +12% fire / +10% physical Maximum encumbrance: +46 Physical save: +15 (+2 eff.) Spell save: +6 (+2 eff.) Size category: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Armalar the voratun pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +19 Changes stats: +12 Cun / +9 Str Changes resistances penetration: +31% physical Changes damage: +12% physical Only die when reaching: -80.00 life Light radius: +3 See invisible: +27 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun Goedalath Rock ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +12 (+2 eff.) Effects on melee hit: * 21% chance to slow global speed by 64% Damage when hit (Melee): 34 darkness Changes stats: +10 Dex / +8 Cun / +10 Con Changes resistances: +9% lightning / +12% blight Changes resistances penetration: +5% nature Changes damage: +9% all / +3% cold Grants telepathy: Demon/Major Demon/Minor Physical save: +20 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Spellpower: +16 (+2 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
| On fingers | Yveta the CloudseverInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Str / +10 Dex / +2 Wil / +10 Cun Changes resistances: +40% acid Changes resistances penetration: +10% lightning Changes damage: +20% acid Critical mult.: +15.00% Reduces incoming crit damage: 23.91% Life regen: +20.00 Maximum life: +93.00 Maximum hate: +8.00 Spell crit. chance: +2% See invisible: +9 Healing mod.: +20% Rings can have magical properties. |
| Around neck | Islukira the stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 Changes stats: +5 Dex Changes resistances: +25% blight / +5% physical / +26% nature Changes resistances penetration: +15% physical Changes damage: +27% physical Physical save: +9 (+1 eff.) Poison immunity: +44% Disease immunity: +41% Maximum stamina: +30.00 Amulets can have magical properties. |
| In main hand | 02 (0 def, 19 armour, 71-85.2 power, 186.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 On weapon hit: * 10 arcane resource burn * Deal physical damage equal to your armor (147) Damage (Melee): +8 lightning / +28 cold / +30 physical When wielded/worn: Armour: +19 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 On shield block: * Deals 207 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +11 Wil Changes resistances: +3% acid / +35% cold / +3% lightning / +36% physical Changes resistances penetration: +10% darkness Changes damage: +9% mind Talent granted: +1 Block Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Tidescar the voratun shield (0 def, 46 armour, 65-78 power, 204.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * 30% chance to reduce armor by 21% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +32 light When wielded/worn: Armour: +46 Fatigue: +8% Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Changes resistances: +24% darkness Changes resistances penetration: +25% cold Changes damage: +15% light / +21% nature Talent granted: +1 Block Physical save: +15 (+2 eff.) Confusion immunity: +32% Healing mod.: +32% Handheld deflection devices. |
| Cloak | 08 (13 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Effects on melee hit: * 23 arcane resource burn Changes stats: +3 Str / +2 Wil / +5 Con Changes resistances: +12% temporal / +25% light / +24% fire / +5% arcane / +30% cold Changes damage: +9% nature / +6% mind Stealth bonus: +15 Physical save: +15 (+2 eff.) Maximum life: +156.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Tulegund' (10 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +45% acid / +9% temporal / +18% darkness / +15% lightning / +15% cold / +18% mind / +15% all Changes resistances penetration: +10% mind Changes damage: +30% acid / +18% physical / +26% cold / +30% lightning Critical mult.: +10.00% Physical save: +20 (+3 eff.) Spell save: +28 (+6 eff.) Mental save: +40 (+8 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Teleport immunity: +20% Maximum psi: +30.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 305; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 394; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 394 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -1079; dur 8; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1079 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2318 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1021%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1021% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 777; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 777 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 622; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 23%; magical, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 49%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 43%; mental, physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 39%; magical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
BufastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +64 (+12 eff.) Armour penetration: +9 Defense: +17 (+4 eff.) Changes stats: +17 Lck Changes resistances: +12% temporal Changes resistances penetration: +20% mind / +40% temporal Changes damage: +12% temporal Equilibrium when hit: +0.20 Psi when hit: +0.32 Maximum hate: +10.00 Mental crit. chance: +4% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
CleanselaceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 64% Changes resistances: +20% lightning / +6% nature Changes resistances penetration: +15% acid / +20% blight Changes damage: +34% blight / +18% nature / +18% acid Stun/Freeze immunity: +38% Vim when firing critical spell: +2.31 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets can have magical properties. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 339 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Eremegrim the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +5 Dex / +9 Mag Changes resistances: +33% acid / +15% blight / +15% fire / +12% nature / +7% arcane Silence immunity: +31% Knockback immunity: +31% Life regen: +10.37 Only die when reaching: -120.00 life Maximum life: +140.00 Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 938.42 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
GlaretreasonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 10 light Changes stats: +9 Lck Changes resistances penetration: +15% acid Changes damage: +30% acid / +18% cold / +9% light Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
GloriseldathraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +37 (+7 eff.) Defense: +30 (+6 eff.) Changes stats: +5 Con / +7 Wil Changes resistances: +21% blight / +24% cold / +12% mind Changes damage: +15% physical Reduces incoming crit damage: 18.61% Amulets can have magical properties. |
HathadegarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +35 (+7 eff.) Changes resistances: +26% lightning / +12% temporal / +9% darkness / +30% fire / +12% cold Critical mult.: +20.00% Stun/Freeze immunity: +36% Knockback immunity: +24% Maximum life: +124.10 Maximum stamina: +30.00 Amulets can have magical properties. |
MorningladyCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% mind Changes resistances penetration: +20% mind Changes damage: +21% light Talent mastery: +0.33 Technique / Battle tactics Critical mult.: +24.98% Equilibrium when hit: +0.16 Maximum hate: +12.49 Maximum psi: +50.00 Mental crit. chance: +8% Amulets can have magical properties. |
ShimmerrageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +18 Changes resistances: +33% lightning / +39% fire / +26% light / +26% darkness Changes damage: +27% acid Blindness immunity: +40% Poison immunity: +32% Cut immunity: +32% Pinning immunity: +32% Knockback immunity: +32% Teleport immunity: +32% Amulets can have magical properties. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.2 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Woeobsidian the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 23% chance to reduce all saves and defense by 36 Damage when hit (Melee): 11 fire Changes stats: +9 Dex / +9 Cun / +8 Con Changes resistances: +5% arcane / +12% darkness Changes resistances penetration: +20% mind Changes damage: +30% darkness / +9% fire Life regen: +4.00 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
clarifying voratun amulet of willpower (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +30% mind Confusion immunity: +50% Amulets can have magical properties. |
gold amulet 'Infernoroar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind / +6% cold Changes resistances penetration: +10% mind / +5% fire Changes damage: +21% fire Cut immunity: +60% Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 422 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Gada'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +30 (+6 eff.) Changes stats: +4 Str / +3 Wil / +3 Cun / +5 Con Mental save: +8 (+2 eff.) Confusion immunity: +14% Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
steel amulet 'Hettogund'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Changes stats: +5 Cun Changes resistances cap: +4% all Changes damage: +12% arcane Critical mult.: +10.00% Physical save: +13 (+2 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.34 Technique / Marksmanship,0.34 Technique / Agility)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.34 Technique / Agility +0.34 Technique / Marksmanship Physical save: +17 (+2 eff.) Life regen: +9.00 Maximum life: +62.00 Amulets can have magical properties. |
voratun amulet 'Balancerupture'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +18 Defense: +48 (+10 eff.) Changes stats: +6 Wil Changes resistances: +15% acid / +5% physical / +24% darkness Changes resistances penetration: +40% nature Spell save: +12 (+3 eff.) Mental save: +41 (+8 eff.) Confusion immunity: +19% Only die when reaching: -128.50 life Mindpower: +13 (+3 eff.) Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Amulets can have magical properties. |
voratun amulet 'Blindgore'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid / 13 light Changes stats: +6 Wil Changes resistances penetration: +25% fire / +20% light / +33% mind Changes damage: +21% light Mental save: +15 (+3 eff.) Confusion immunity: +25% Psi when hit: +0.32 Maximum psi: +40.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +10% Amulets can have magical properties. |
voratun amulet 'Brodolar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Changes stats: +17 Str / +8 Dex / +8 Con Changes resistances penetration: +30% acid / +33% physical Changes damage: +12% physical Mental save: +18 (+4 eff.) Maximum psi: +50.00 Amulets can have magical properties. |
voratun amulet 'Darkkill'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +48 (+10 eff.) Effects on melee hit: * 32% chance to reduce damage dealt by 29% Changes resistances: +15% lightning / +21% temporal / +28% mind / +8% arcane / +18% acid Changes resistances penetration: +30% darkness Mental save: +12 (+2 eff.) Cut immunity: +32% Confusion immunity: +50% Knockback immunity: +32% Amulets can have magical properties. |
voratun amulet 'Mayyba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Wil / +5 Con Changes resistances: +4% physical / +30% temporal Changes damage: +15% physical Physical save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Pinning immunity: +42% Knockback immunity: +50% Stamina each turn: +3.00 Mindpower: +35 (+9 eff.) Mental crit. chance: +6% Amulets can have magical properties. |
warrior's voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% physical Blindness immunity: +40% Stamina each turn: +1.20 Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ashtrial the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+3 eff.) Defense: +37 (+8 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +6% physical / +21% fire Changes resistances penetration: +30% physical Critical mult.: +24.82% Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Blazegrind the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +21% lightning / +24% cold Changes resistances penetration: +30% light / +31% lightning Changes damage: +21% cold Stun/Freeze immunity: +50% Life regen: +7.00 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 8734.02 You won the Ring of Blood trial, and this is your reward. |
Brightsteel the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Physical power: +25 (+5 eff.) Defense: +30 (+6 eff.) Changes resistances: +18% acid Changes resistances penetration: +30% physical Changes damage: +15% light / +18% acid Disarm immunity: +38% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Maximum stamina: +37.23 Rings can have magical properties. |
Emelina the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Defense: +37 (+8 eff.) Changes stats: +7 Mag Changes resistances penetration: +20% blight Physical save: +22 (+3 eff.) Spell save: +21 (+5 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +44% Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+7 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Murkstar the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce damage dealt by 29% Damage when hit (Melee): 12 darkness Changes stats: +10 Wil Changes resistances: +15% temporal Changes resistances penetration: +31% darkness / +25% cold Changes damage: +9% darkness / +33% temporal Mental save: +20 (+4 eff.) Light radius: +3 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 166% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Unredodil the VenomrazeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +14 (+3 eff.) Effects on melee hit: * 30% chance to reduce damage dealt by 29% Changes stats: +10 Cun / +9 Dex Changes resistances: +40% acid / +3% light / +6% blight / +3% nature / +5% arcane Changes resistances penetration: +20% arcane / +15% nature Changes damage: +20% acid / +8% all Poison immunity: +10% Stun/Freeze immunity: +32% Spellpower: +19 (+3 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
Unrukalthorach the SplendourfiendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +25% light / +18% mind Changes resistances penetration: +31% mind Changes damage: +9% temporal Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +48% Maximum life: +36.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 33.23 cold and 61.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 36 Damage (Melee): 27 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 36 Damage (Ranged): 27 physical Changes stats: +8 Str / +8 Cun / +9 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings can have magical properties. |
gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Physical power: +12 (+2 eff.) Defense: +17 (+4 eff.) Changes stats: +9 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold Windborne Azurite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +8 Dex / +6 Wil / +14 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Mindpower: +8 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings can have magical properties. |
gold ring 'Muckwaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +25 (+5 eff.) Armour: +12 Damage when hit (Melee): 10 physical Changes stats: +5 Wil Changes resistances: +18% light Changes damage: +15% nature Spell save: +22 (+5 eff.) Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +38.00 Rings can have magical properties. |
marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex Life regen: +17.00 Maximum life: +88.00 Healing mod.: +18% Rings can have magical properties. |
marksman's voratun ring of light (+38%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +8 Dex Changes resistances: +38% light Changes damage: +19% light Rings can have magical properties. |
painweaver's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes damage: +8% all Spellpower: +18 (+3 eff.) Mindpower: +18 (+4 eff.) Rings can have magical properties. |
painweaver's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Damage (Melee): 23 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 36 Damage (Ranged): 32 physical Changes stats: +10 Cun Changes damage: +8% all Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Spellpower: +19 (+3 eff.) Mindpower: +19 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings can have magical properties. |
painweaver's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Changes damage: +8% all Blindness immunity: +50% Spellpower: +14 (+2 eff.) Mindpower: +15 (+4 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
psionicist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +29% acid / +28% fire / +28% lightning / +23% cold Mental save: +10 (+2 eff.) Rings can have magical properties. |
sneakthief's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Changes stats: +10 Cun / +10 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +20.00 Maximum life: +99.00 Mindpower: +14 (+3 eff.) Healing mod.: +20% Rings can have magical properties. |
solipsist's voratun ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +12 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's voratun ring of time (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +20% temporal Changes damage: +20% temporal Mindpower: +15 (+4 eff.) Rings can have magical properties. |
steel ring 'Arcwoe'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +12 Changes stats: +6 Con Changes resistances: +24% lightning Changes resistances penetration: +10% lightning / +10% physical Changes damage: +12% lightning / +6% physical Rings can have magical properties. |
steel ring 'Ce'Nedhebeth'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +4 Mag Changes resistances: +6% acid Changes resistances penetration: +15% blight Stun/Freeze immunity: +28% Life regen: +3.00 Mana each turn: +0.16 Spellpower: +20 (+3 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
steel ring 'Siluravena'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +10 Changes stats: +5 Dex Changes resistances: +12% light Spell save: +18 (+4 eff.) Cut immunity: +20% Only die when reaching: -80.00 life Rings can have magical properties. |
stralite pearl ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +17.00 Maximum life: +77.00 Healing mod.: +16% Rings can have magical properties. |
stralite quartz ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +24 (+4 eff.) Armour: +4 Changes stats: +8 Str / +8 Con Changes damage: +5% all Blindness immunity: +20% Cut immunity: +20% Disarm immunity: +33% Pinning immunity: +39% Stun/Freeze immunity: +30% Knockback immunity: +33% Only die when reaching: -60.00 life Maximum life: +32.00 Spellpower: +14 (+2 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +13.00 Maximum life: +67.00 Healing mod.: +12% Rings can have magical properties. |
stralite ring 'Splendourpiety'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +30% acid / +21% light / +18% nature Changes resistances penetration: +39% nature / +35% fire Changes damage: +15% light / +30% acid Critical mult.: +25.00% Mental save: +13 (+3 eff.) Confusion immunity: +44% Psi when hit: +0.20 Light radius: +4 Rings can have magical properties. |
treant's voratun ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +14 (+3 eff.) Changes resistances: +13% nature / +15% blight Poison immunity: +30% Disease immunity: +23% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature / +11% blight Poison immunity: +30% Disease immunity: +21% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +47% Maximum life: +50.00 Rings can have magical properties. |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +10 Cun / +9 Dex Stun/Freeze immunity: +60% Rings can have magical properties. |
voratun bloodstone ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +16 Defense: +14 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 64% Changes stats: +9 Cun / +10 Dex Changes resistances: +6% temporal / +6% light / +6% blight / +6% fire / +36% nature Changes resistances penetration: +15% cold Changes damage: +18% nature Spell save: +12 (+3 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun pearl ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +20.00 Maximum life: +71.00 Healing mod.: +15% Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Barand'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce all saves and defense by 36 Changes stats: +10 Str / +7 Dex / +13 Con Changes resistances: +40% nature Changes resistances penetration: +30% acid Changes damage: +20% nature / +30% acid Reduces incoming crit damage: 20.18% Rings can have magical properties. |
voratun ring 'Prismpyre'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +11 Defense: +24 (+5 eff.) Changes stats: +6 Cun Changes damage: +15% lightning / +24% light Mental save: +10 (+2 eff.) Confusion immunity: +34% Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Uritorand'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +2 Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +5 Str / +10 Dex / +1 Mag / +4 Wil / +9 Cun / +10 Con Changes resistances: +15% nature / +15% blight Changes damage: +12% blight Physical save: +20 (+3 eff.) Poison immunity: +30% Disease immunity: +20% Spellpower: +20 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% Rings can have magical properties. |
voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +75.00 Healing mod.: +17% Rings can have magical properties. |
voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 36 Damage (Melee): 21 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 36 Damage (Ranged): 22 physical Changes stats: +8 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 286% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +25% fire / +27% lightning / +23% cold Rings can have magical properties. |
warrior's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Armour: +20 Defense: +15 (+3 eff.) Changes stats: +10 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 145% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun battleaxe of massacre (79-118.5 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.0 - 118.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 36 Damage (Melee): +35 mind When wielded/worn: Changes stats: +10 Cun / +10 Wil Massive two-handed battleaxes. |
Durithel the Nightrock (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +26 darkness Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +45 lightning / +41 cold When wielded/worn: Accuracy: +40 (+8 eff.) Defense: +13 (+3 eff.) Changes stats: +12 Str Changes resistances penetration: +24% lightning / +20% cold / +15% blight Changes damage: +6% darkness / +15% physical Reduces incoming crit damage: 15.00% Disarm immunity: +50% See invisible: +6 Movement speed: +47% Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Polynn the Undeathriver (51-66.3 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 30% chance to slow global speed by 64% Damage (radius 2) on crit: +41 lightning / +39 cold / +16 light When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +15 Effects on melee hit: * 32% chance to slow global speed by 64% Changes resistances penetration: +23% lightning / +10% light / +19% cold / +40% nature / +15% all Light radius: +3 Movement speed: +50% Sharp, short and deadly. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Yarostir the voratun dagger (39.5-51.35 power, 19 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage Shield penetration (this weapon only): +48% When wielded/worn: Armour: +24 Changes stats: +6 Mag / +18 Wil / +9 Con Changes resistances penetration: +30% physical Only die when reaching: -128.50 life Maximum stamina: +48.19 Sharp, short and deadly. |
voratun dagger 'Dawnborn' (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 103 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +18 nature Damage (radius 2) on crit: +36 lightning / +24 cold When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 36 * 20% chance to slow global speed by 64% * 24 arcane resource burn Changes resistances: +3% blight / +9% temporal / +15% lightning Changes resistances penetration: +14% lightning / +25% cold Changes damage: +6% light Movement speed: +50% Sharp, short and deadly. |
voratun dagger of disruption (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +30% Unnatural Sharp, short and deadly. |
Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.9 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
This item will automatically be transmogrified when you leave the level.Boltbraid the stralite greatsword (48.5-77.6 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +32 lightning When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +13 Str / +5 Mag / +8 Wil Changes resistances: +30% lightning / +18% acid / +18% blight Changes resistances penetration: +30% arcane Changes damage: +19% physical Critical mult.: +30.00% Mental save: +15 (+3 eff.) Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatsword of amnesia (60.5-96.8 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+4 eff.) Disarm immunity: +70% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.hateful stralite greatsword of enduring (50.5-80.8 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 darkness Damage against: +24% Living When wielded/worn: Changes stats: +16 Con / +19 Wil Maximum life: +110.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatsword of phasing (47.5-76 power, 31 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +31 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +19 Changes resistances penetration: +19% physical Massive two-handed swords. |
Witch-Bane (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
voratun waraxe 'Xanudhebeth' (41-57.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Damage when hit (Melee): 8 temporal Changes stats: +5 Mag Changes resistances: +6% arcane / +21% lightning Changes resistances penetration: +13% all Changes damage: +27% arcane / +12% temporal Pinning immunity: +26% Mana when firing critical spell: +2.69 Maximum life: +120.00 Damage Shield penetration: +40% One-handed war axes. |
Abyssimmortal the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes resistances: +15% fire / +30% darkness / +23% temporal Changes resistances penetration: +20% acid Changes damage: +15% blight Reduces incoming crit damage: 23.91% Stealth bonus: +10 Spell save: +15 (+3 eff.) Cut immunity: +31% Only die when reaching: -80.00 life Maximum life: +159.37 Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% A belt that goes around your waist. |
BetesemaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Armour: +6 Defense: +5 (+1 eff.) Changes resistances: +3% acid / +9% fire / +11% cold Changes resistances penetration: +5% temporal Critical mult.: +9.00% Cut immunity: +20% Life regen: +1.20 Healing mod.: +21% A belt that goes around your waist. |
Bokugas the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Changes stats: +8 Wil Changes resistances: +12% acid / +14% light / +24% fire / +8% arcane / +15% darkness Changes resistances penetration: +30% blight / +35% mind Changes damage: +21% arcane / +27% blight Mental save: +18 (+4 eff.) Stun/Freeze immunity: +32% A belt that goes around your waist. |
Chidan the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+2 eff.) Changes stats: +7 Dex Changes resistances penetration: +20% blight Changes damage: +12% blight Physical save: +18 (+3 eff.) Mental crit. chance: +6% See invisible: +24 A belt that goes around your waist. |
Demonshine the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +15 (+3 eff.) Armour: +23 Defense: +14 (+3 eff.) Changes stats: +8 Str / +2 Mag / +1 Wil / +4 Cun / +16 Con Changes resistances: +6% darkness / +4% physical Changes damage: +6% darkness Physical save: +39 (+6 eff.) Mental save: +12 (+2 eff.) Mindpower: +10 (+2 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 78 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Eremazilafang the HeatsmashCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +34 (+6 eff.) Effects on melee hit: * 22% chance to reduce all saves and defense by 36 Changes stats: +8 Dex / +5 Cun / +2 Con Changes resistances: +9% nature / +24% fire Changes resistances penetration: +15% fire / +15% physical Critical mult.: +22.72% Physical save: +15 (+2 eff.) Maximum stamina: +30.00 Mental crit. chance: +11% A belt that goes around your waist. |
KonikCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +12% lightning Changes damage: +3% mind Damage against: +45% Summoned Reduced damage from: +37% Summoned Physical save: +25 (+4 eff.) Spell save: +11 (+3 eff.) Life regen: +4.00 Psi when hit: +0.08 Healing mod.: +15% Size category: +1 A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Velarevena the BleakjamCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 32% chance to reduce armor by 21% Damage when hit (Melee): 8 darkness / 14 cold Changes stats: +6 Cun Changes resistances: +24% darkness / +18% acid Changes resistances penetration: +25% acid Changes damage: +15% mind / +15% light Spell save: +15 (+3 eff.) Maximum psi: +70.00 Mindpower: +40 (+10 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Blastvenom'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +21% lightning / +9% fire / +9% cold Changes resistances penetration: +10% physical Physical save: +15 (+2 eff.) Spell save: +18 (+4 eff.) Mental save: +9 (+2 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Size category: +1 A belt that goes around your waist. |
skylord's drakeskin leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Dex / +5 Wil / +5 Cun Physical save: +17 (+2 eff.) Spell save: +16 (+4 eff.) Mental save: +20 (+4 eff.) Maximum life: +50.00 A belt that goes around your waist. |
03 (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +18 (+4 eff.) Fatigue: -7% Changes stats: +7 Str / +4 Con Changes resistances: +10% acid / +12% darkness / +10% fire / +10% cold / +5% arcane / +12% lightning Changes resistances penetration: +15% mind Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
06 (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +2 Cun Changes resistances: +10% acid / +10% lightning / +20% blight / +40% cold / +20% nature / +10% fire Changes damage: +12% nature / +6% mind Mental save: +9 (+2 eff.) Life regen: +7.00 Hate when firing a critical mind attack: +1.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerytha the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +2 Str / +4 Con Reduces incoming crit damage: 15.00% Maximum life: +64.00 Maximum stamina: +20.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betibeth the elven-silk cloak (16 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +16 (+3 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +15% blight Changes damage: +20% darkness / +6% mind Critical mult.: +10.00% Stealth bonus: +25 Physical save: +24 (+4 eff.) Spell save: +31 (+7 eff.) Mental save: +40 (+8 eff.) Maximum mana: +120.00 Mindpower: +20 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.9 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 69 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Xanykira the Ichorrip (17 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +17 (+4 eff.) Effects on melee hit: * 31% chance to slow global speed by 64% Damage when hit (Melee): 10 light Changes stats: +6 Cun Changes resistances: +18% lightning / +24% fire / +7% arcane / +24% nature Changes damage: +15% mind Physical save: +15 (+2 eff.) Spell save: +18 (+4 eff.) Silence immunity: +31% Psi when hit: +0.20 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Layemina' (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes stats: +7 Mag Changes resistances: +6% arcane / +30% cold Changes damage: +12% blight / +6% temporal Teleport immunity: +26% Life regen: +5.38 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +40.00 Spellpower: +40 (+6 eff.) Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of the guardian (18 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +18 (+4 eff.) Changes stats: +6 Str / +6 Con Physical save: +40 (+6 eff.) Spell save: +24 (+5 eff.) Mental save: +25 (+5 eff.) Maximum life: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.thick elven-silk cloak of sorcery (3 def, 12 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +30% cold Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Samanik' (0 def, 6 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +2 Armour: +6 Changes stats: +3 Dex Changes resistances: +36% blight / +34% fire / +6% lightning / +15% all Changes damage: +23% fire Mental save: +9 (+2 eff.) Life regen: +11.38 Maximum life: +196.00 Healing mod.: +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% blight / +13% all Life regen: +4.70 Maximum life: +88.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alyremas the Murkidol (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +17 Str / +11 Dex / +8 Wil / +6 Cun / +4 Con Changes resistances: +12% acid / +15% nature Changes resistances penetration: +35% lightning / +20% cold Changes damage: +30% nature / +24% lightning See invisible: +12 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Betoldarin the pair of iron boots (20 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Defense: +20 (+4 eff.) Fatigue: +2% Changes stats: +1 Dex Changes resistances penetration: +20% physical Stamina each turn: +0.40 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Ce'Neldavena the Glitterpassion (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +14 Wil Changes damage: +9% light Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +37 (+8 eff.) Psi when hit: +0.24 Mindpower: +37 (+9 eff.) Mental crit. chance: +9% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chillknight (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +21% blight / +36% cold Changes damage: +12% mind Critical mult.: +25.00% Physical save: +15 (+2 eff.) Spell save: +39 (+8 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.40 Maximum mana: +100.00 Maximum vim: +50.00 Mental crit. chance: +8% Damage Shield penetration: +48% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hazedeath the pair of drakeskin leather boots (25 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+5 eff.) Effects on melee hit: * 32% chance to reduce armor by 21% Changes stats: +9 Cun / +3 Dex Changes resistances: +9% physical / +15% cold Changes resistances penetration: +15% cold Changes damage: +12% acid Critical mult.: +30.00% Stamina each turn: +4.00 Only die when reaching: -80.00 life Mindpower: +25 (+6 eff.) Infravision radius: +3 A pair of boots made of leather. |
Pyreslicer (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +18% acid / +18% light / +21% blight / +15% fire / +6% arcane / +42% cold Changes damage: +15% fire Reduces incoming crit damage: 20.00% Disarm immunity: +27% Knockback immunity: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Sunwilder (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 6 mind Changes resistances: +15% lightning / +9% temporal / +15% light Critical mult.: +20.20% Spell save: +18 (+4 eff.) Life regen: +11.00 Healing mod.: +20% A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Xerira (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +5 Changes stats: +13 Dex / +15 Lck / +5 Con Changes resistances: +12% acid Changes damage: +21% physical Critical mult.: +24.98% Stealth bonus: +15 Psi when hit: +0.16 Only die when reaching: -99.92 life A pair of boots made of leather. |
pair of drakeskin leather boots 'Poruseba' (35 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+7 eff.) Fatigue: -5% Changes stats: +4 Dex / +2 Wil / +4 Cun Changes resistances: +9% blight / +3% cold / +6% fire Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Confusion immunity: +20% Stamina each turn: +1.30 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Maximum stamina: +30.00 Mental crit. chance: +1% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
04 (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn * 24% chance to reduce all saves and defense by 36 Damage (Melee): 24 mind / 40 darkness Changes stats: +5 Str / +4 Dex / +4 Wil / +5 Cun Changes resistances: +6% darkness Talent cooldown: Double Strike (-1 turn) Critical mult.: +20.00% Physical save: +25 (+4 eff.) Mental save: +1 (+0 eff.) Disarm immunity: +46% Life regen: +2.00 Hate when firing a critical mind attack: +4.00 Spell crit. chance: +18% Mindpower: +10 (+2 eff.) Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 37.0 - 51.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +22 Armour Penetration: +15 Crit. chance: +36.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 44% Metal gloves protecting the hands up to the middle of the lower arm. |
Chegonik the voratun gauntlets (35 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +35 (+7 eff.) Fatigue: +5% Damage (Melee): 15 lightning Changes resistances: +8% lightning / +24% cold / +7% physical / +9% blight Changes damage: +11% lightning Mental save: +15 (+3 eff.) Confusion immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.41 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Cuthitochik (30 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +2 Defense: +30 (+6 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Changes stats: +4 Dex Changes resistances: +5% arcane / +12% temporal Stun/Freeze immunity: +20% Only die when reaching: -40.00 life When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Islileminor the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +30 (+5 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes stats: +14 Str / +4 Dex / +4 Cun Changes resistances: +9% acid Changes damage: +12% blight Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 43.5 - 60.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Layyta the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Armour: +3 Damage (Melee): 12 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +6% lightning / +12% darkness Changes resistances penetration: +20% blight Changes damage: +7% lightning Spellpower: +20 (+3 eff.) Spell crit. chance: +3% Infravision radius: +3 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +13 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +26 darkness Damage (radius 2) on crit: +10 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisena (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +16 Str / +9 Dex / +11 Cun / +7 Con Changes resistances: +18% blight / +12% temporal / +18% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Only die when reaching: -101.19 life When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchwitch (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+4 eff.) Armour: +3 Changes stats: +6 Dex / +11 Cun / +7 Con Changes resistances: +15% darkness / +6% physical Changes damage: +15% darkness Critical mult.: +15.00% Physical save: +12 (+2 eff.) Hate when firing a critical mind attack: +4.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +26 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ragantir the hardened leather gloves (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+3 eff.) Armour: +8 Damage when hit (Melee): 4 blight Changes stats: +4 Str / +7 Dex Changes resistances: +6% acid Changes resistances penetration: +20% blight Changes damage: +15% arcane Physical save: +6 (+1 eff.) Mana each turn: +0.08 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sleetrain (0 def, 17 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +17 Changes stats: +6 Str Changes resistances: +27% fire / +6% physical / +24% cold Changes damage: +18% fire When used to modify unarmed attacks: Base power: 33.5 - 36.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy 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 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 183.06 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Zubassra the Brandpassion (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Physical power: +37 (+7 eff.) Armour: +3 Damage when hit (Melee): 8 fire Changes resistances penetration: +20% cold / +15% mind / +31% fire Changes damage: +12% fire Critical mult.: +13.00% Physical save: +22 (+3 eff.) Stamina each turn: +3.00 Spell crit. chance: +17% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 35.0 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +19.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the verdant (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +20% blight / +20% darkness / +20% arcane Damage affinity(heal): +14% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Spell save: +19 (+4 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Murktide' (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Changes stats: +6 Str / +7 Wil Changes resistances: +21% acid / +9% temporal / +12% darkness Mental save: +12 (+2 eff.) Mindpower: +35 (+9 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Shadownull' (0 def, 3 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 24% chance to reduce damage dealt by 29% Changes stats: +8 Cun Changes resistances: +18% blight / +15% lightning / +20% arcane / +18% darkness Changes resistances penetration: +30% mind Changes damage: +27% darkness Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +23 (+5 eff.) Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Dureharasta' (0 def, 2 armour) =@DB2Unique=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +11 Armour: +2 Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Dex / +3 Wil / +2 Cun Changes damage: +3% mind Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +22% Mindpower: +15 (+4 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +19 Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand drakeskin leather gloves of dexterity (+5) (0 def, 12 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +12 Damage (Melee): 15 physical Changes stats: +5 Dex Changes damage: +8% physical When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +14 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of archery (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +3 Effects when hit in melee: * 35 arcane resource burn Changes stats: +9 Cun / +9 Dex Spell save: +11 (+3 eff.) When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 24 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 170% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of the verdant (0 def, 3 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Changes resistances: +14% blight / +19% darkness / +19% arcane Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Physical save: +7 (+1 eff.) Spell save: +23 (+5 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Islirama' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 lightning Changes stats: +5 Str / +6 Con Changes resistances: +10% lightning / +18% blight Changes resistances penetration: +20% physical Changes damage: +6% lightning Stamina each turn: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +15 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil / +0 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.hardened voratun mail armour (5 def, 16 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +10% physical / +13% cold / +13% lightning / +12% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Yvibrekira the Kindlehash (15 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +15 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 4 mind Changes stats: +7 Mag / +3 Wil / +6 Cun Changes resistances: +30% blight / +30% darkness / +10% mind / +3% light Critical mult.: +20.00% Mental save: +49 (+10 eff.) Mana each turn: +0.12 Spellpower: +25 (+4 eff.) Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of lightning resistance (0 def, 36 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Fatigue: +22% Changes resistances: +30% lightning A suit of armour made of metal plates. |
01 (0 def, 12 armour, 63.5-76.2 power, 203.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 On weapon hit: * 30% chance to reduce armor by 21% * Deal physical damage equal to your armor (147) Damage (Melee): +20 nature Damage (radius 1) on hit: +4 fire When wielded/worn: Armour: +12 Fatigue: +8% Effects on melee hit: * 23% chance to reduce armor by 21% * 23 arcane resource burn Damage (Melee): 10 acid Damage when hit (Melee): 21 acid Changes stats: +4 Mag / +2 Con Changes resistances: +20% blight / +6% fire / +20% nature / +26% acid Changes resistances penetration: +10% acid Changes damage: +9% acid Talent granted: +1 Block Maximum life: +77.00 Handheld deflection devices. |
07 (0 def, 22 armour, 71-85.2 power, 310.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +310 On weapon hit: * 23 arcane resource burn When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +22 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Damage (Melee): 31 lightning Damage when hit (Melee): 21 lightning / 4 light Changes stats: +13 Str / +13 Dex / +7 Con Changes resistances: +13% acid / +12% cold / +29% fire / +9% nature / +13% lightning Talent granted: +1 Block Physical save: +15 (+2 eff.) Spell save: +6 (+2 eff.) Handheld deflection devices. |
Icesin (0 def, 25 armour, 69.5-83.4 power, 208.5 block)Requires: - Shield usage training - Cunning 48 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +18.0% Block value: +208 Damage (radius 1) on hit: +31 cold When wielded/worn: Physical power: +35 (+6 eff.) Armour: +25 Fatigue: +8% Changes stats: +10 Mag Changes resistances: +20% arcane / +21% cold Changes damage: +21% physical Talent granted: +1 Block Physical save: +18 (+3 eff.) Spell save: +24 (+5 eff.) Maximum life: +159.37 Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 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 101.03 to 126.29 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
voratun shield 'Balancewaker' (0 def, 39 armour, 72-86.4 power, 331.53098380169 block)Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +331 Damage (Melee): +30 mind When wielded/worn: Physical power: +25 (+5 eff.) Armour: +39 Fatigue: +8% Changes stats: +7 Dex / +6 Con Changes resistances: +18% nature Talent granted: +1 Block Critical mult.: +30.27% Stamina each turn: +4.00 Handheld deflection devices. |
Dourobsidian the quiver of dragonbone arrows (24/24, 73.5-102.9 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 73.5 - 102.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +24.0% Capacity: 24 On weapon hit: * 20% chance to reduce damage dealt by 29% * 32 arcane resource burn * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 darkness / +24 mind Damage (radius 1) on hit: +28 darkness Damage (radius 2) on crit: +8 mind / +24 darkness Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
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. |
3272 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. |
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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 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. |
Chargeoblivion (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Fatigue: -7% Damage when hit (Melee): 2 mind / 8 lightning Changes stats: +2 Cun / +8 Str Changes resistances: +9% lightning Changes resistances penetration: +15% lightning / +10% mind Changes damage: +3% lightning Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +102 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Elenegar the Dimvile (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +6 Dex Changes resistances: +9% fire / +19% darkness / +5% arcane Changes resistances penetration: +5% light / +15% arcane / +5% darkness Changes damage: +3% arcane / +14% fire / +3% light / +15% mind Mental save: +14 (+3 eff.) Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gorirath the voratun pickaxe (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +12 Changes stats: +3 Str / +7 Mag Changes resistances: +24% lightning / +12% cold / +15% nature Changes resistances penetration: +33% temporal Changes damage: +36% mind / +13% fire Mental save: +15 (+3 eff.) Teleport immunity: +27% Maximum hate: +10.00 Mental crit. chance: +7% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sootbreacher (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Armour: +20 Damage when hit (Melee): 14 mind Changes stats: +12 Str / +6 Wil Changes resistances: +15% mind Changes resistances penetration: +30% darkness / +40% mind Changes damage: +13% mind / +14% fire Mental save: +13 (+3 eff.) Light radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe of deeplife (dig speed 18 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% darkness Damage affinity(heal): +15% darkness Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
14 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Deepswish the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 29% Damage when hit (Melee): 8 mind / 6 darkness Changes stats: +15 Con Changes resistances: +45% blight / +12% temporal Changes resistances penetration: +20% temporal / +15% darkness / +10% mind Changes damage: +12% mind / +6% darkness Life regen: +46.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 100, based on Willpower and Cunning) within its light radius, increasing its own 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 311.88 darkness damage (based on Mindpower and charge) Activation costs 10 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. |
dwarven lantern 'Duruyagrim'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +12% fire / +2% physical / +3% temporal Changes resistances penetration: +14% all Changes damage: +6% arcane Mental save: +9 (+2 eff.) Silence immunity: +20% Knockback immunity: +20% Maximum life: +80.00 Light radius: +12 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Starresolve'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +6 Wil Changes resistances: +15% nature Changes resistances penetration: +14% all Changes damage: +14% mind / +12% light Mental save: +8 (+2 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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 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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
48 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
18 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. |
10 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 657.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elynn the Ebonyspiker [power 475] (22.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to reduce all saves and defense by 36 Damage when hit (Melee): 16 mind Changes resistances: +12% mind Changes damage: +48% darkness Poison immunity: +32% Pinning immunity: +32% Stun/Freeze immunity: +32% Knockback immunity: +32% Only die when reaching: -100.00 life It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 1363 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Glacierarc the voratun torque of psionic shield [power 173] (22.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +12 Changes stats: +4 Mag / +3 Wil / +4 Con Changes resistances: +9% darkness / +12% cold Changes damage: +18% mind Critical mult.: +24.82% Only die when reaching: -99.28 life Mental crit. chance: +9% It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.9 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 250 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Tidewake [power 131] (22.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +40 (+7 eff.) Defense: +30 (+6 eff.) Effects on melee hit: * 31% chance to reduce all saves and defense by 36 Changes resistances: +39% cold Changes resistances penetration: +39% cold / +35% physical Changes damage: +36% mind / +21% cold Physical save: +18 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Yveth the voratun torque of gale force [power 475] (22.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +4 Str / +5 Dex / +2 Mag / +2 Wil / +2 Con Changes resistances penetration: +5% mind Reduces incoming crit damage: 10.00% Mindpower: +15 (+4 eff.) It can be used to project a gust of wind in a cone knocking enemies back 14 spaces and dealing 1363 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating voratun torque of clear mind [power 5] (22.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 43% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force 'Darkclamor' [power 365] (22.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +25 (+5 eff.) Changes stats: +9 Dex / +8 Wil Changes resistances penetration: +40% darkness / +30% fire Changes damage: +21% light / +18% darkness Stamina each turn: +4.82 Infravision radius: +4 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 1047 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Umbraquarry' [power 475] (22.5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 29 arcane resource burn Changes resistances: +18% fire / +15% light / +21% darkness Changes resistances penetration: +37% acid Changes damage: +44% acid Spell save: +15 (+3 eff.) Hate when firing a critical mind attack: +7.47 Maximum hate: +10.00 It can be used to blast the opponent's mind dealing 679 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Ulyntir' [power 149] (22.5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% mind Changes resistances penetration: +10% temporal Reduces incoming crit damage: 10.00% Mental save: +6 (+1 eff.) It can be used to setup a psionic shield, reducing all damage taken by 149 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 26% chance to evade weapon attacks for 2 turns. * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Betoma the dragonbone totem of stinging [power 536] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes stats: +2 Dex Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% It can be used to sting an enemy dealing 927 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage by 21% for 2 turns. * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
Brodadobar [power 50] (22.5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% cold / +15% mind / +6% darkness Changes damage: +6% temporal Mental save: +18 (+4 eff.) Life regen: +4.00 Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Darkfist the elven-wood totem of summon tentacle [power 365] (22.5/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +6 Physical power: +48 (+8 eff.) Changes resistances: +24% darkness / +18% fire Changes damage: +33% physical Reduces incoming crit damage: 24.00% Mental save: +18 (+4 eff.) Stun/Freeze immunity: +32% Only die when reaching: -128.00 life Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 439 Armor: 33 All Resist: 40 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Fulysagen the Magmapain [power 206] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Damage when hit (Melee): 10 fire Changes resistances: +9% blight / +2% physical / +9% fire Disease immunity: +20% Stun/Freeze immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Gliramina [power 524] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical power: +25 (+5 eff.) Armour: +8 Changes stats: +3 Dex / +8 Con Only die when reaching: -60.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Spiderdream [power 404] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour: +16 Changes stats: +4 Wil Changes resistances: +9% light / +24% cold Changes damage: +12% nature Silence immunity: +24% Stun/Freeze immunity: +24% Maximum psi: +60.00 It can be used to sting an enemy dealing 698 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 64% 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 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
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 (+2 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 by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Xeruth the Bloomjustice [power 518] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 cold / 10 temporal Changes resistances: +33% lightning / +15% temporal Changes resistances penetration: +40% nature / +40% cold Changes damage: +36% lightning / +21% cold / +15% nature Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% It can be used to sting an enemy dealing 896 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Glarespire' [power 422] (22.5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +34 (+7 eff.) Changes stats: +7 Cun / +3 Mag Changes resistances: +18% light Critical mult.: +22.72% Physical save: +18 (+3 eff.) Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 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. |
20 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. |
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. |
2 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Qwue the Dwarf Adventurer level 41
18th Stralite 124th year of Ascendancy at 19:06 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Qwue the Dwarf Adventurer level 35
18th Steel 124th year of Ascendancy at 09:30 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Qwue the Dwarf Adventurer level 41
17th Stralite 124th year of Ascendancy at 05:10 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Qwue the Dwarf Adventurer level 25
6th Profit 123rd year of Ascendancy at 06:03 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Qwue the Dwarf Adventurer level 48
4th Voratun 124th year of Ascendancy at 17:10 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Qwue the Dwarf Adventurer level 50
44th Dearth 124th year of Ascendancy at 20:42 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Qwue the Dwarf Adventurer level 50
29th Wealth 124th year of Ascendancy at 16:07 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Qwue the Dwarf Adventurer level 46
43rd Stralite 124th year of Ascendancy at 23:51 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Qwue the Dwarf Adventurer level 35
6th Steel 124th year of Ascendancy at 11:45 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Qwue the Dwarf Adventurer level 50
4th Shortage 124th year of Ascendancy at 11:37 see stats
Catch that Plumpkin! (Madness (Roguelike) difficulty)
Finish the Plumpkin event.By Qwue the Dwarf Adventurer level 50
24th Shortage 124th year of Ascendancy at 11:20 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Qwue the Dwarf Adventurer level 11
23rd Wealth 122nd year of Ascendancy at 07:24 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By Qwue the Dwarf Adventurer level 50
11st Dearth 124th year of Ascendancy at 18:08 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Qwue the Dwarf Adventurer level 44
40th Stralite 124th year of Ascendancy at 03:21 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Qwue the Dwarf Adventurer level 50
16th Shortage 124th year of Ascendancy at 15:24 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Qwue the Dwarf Adventurer level 36
2nd Gold 124th year of Ascendancy at 20:39 see stats
Explorer (Madness (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Qwue the Dwarf Adventurer level 50
6th Iron 126th year of Ascendancy at 05:23 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Qwue the Dwarf Adventurer level 22
22nd Stralite 123rd year of Ascendancy at 04:21 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Qwue the Dwarf Adventurer level 35
10th Steel 124th year of Ascendancy at 13:13 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Qwue the Dwarf Adventurer level 50
27th Loss 125th year of Ascendancy at 15:07 see stats
Gem of the Moon (Madness (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Qwue the Dwarf Adventurer level 50
8th Wealth 124th year of Ascendancy at 17:40 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Qwue the Dwarf Adventurer level 35
18th Steel 124th year of Ascendancy at 04:24 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Qwue the Dwarf Adventurer level 50
45th Dearth 124th year of Ascendancy at 06:52 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Qwue the Dwarf Adventurer level 10
35th Profit 122nd year of Ascendancy at 06:55 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Qwue the Dwarf Adventurer level 20
11st Steel 123rd year of Ascendancy at 22:05 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Qwue the Dwarf Adventurer level 30
23rd Dearth 123rd year of Ascendancy at 15:23 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Qwue the Dwarf Adventurer level 40
19th Gold 124th year of Ascendancy at 06:46 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Qwue the Dwarf Adventurer level 50
24th Voratun 124th year of Ascendancy at 16:31 see stats
Merry wintertide! (Madness (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Qwue the Dwarf Adventurer level 50
20th Profit 125th year of Ascendancy at 18:11 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Qwue the Dwarf Adventurer level 50
15th Dearth 125th year of Ascendancy at 12:47 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Qwue the Dwarf Adventurer level 50
27th Loss 125th year of Ascendancy at 11:48 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Qwue the Dwarf Adventurer level 50
2nd Profit 125th year of Ascendancy at 04:44 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Qwue the Dwarf Adventurer level 25
30th Voratun 123rd year of Ascendancy at 05:10 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Qwue the Dwarf Adventurer level 50
7th Wealth 124th year of Ascendancy at 08:39 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Qwue the Dwarf Adventurer level 37
5th Gold 124th year of Ascendancy at 16:19 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Qwue the Dwarf Adventurer level 45
40th Stralite 124th year of Ascendancy at 10:50 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Qwue the Dwarf Adventurer level 5
17th Voratun 122nd year of Ascendancy at 19:29 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Qwue the Dwarf Adventurer level 10
35th Profit 122nd year of Ascendancy at 23:52 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Qwue the Dwarf Adventurer level 35
18th Steel 124th year of Ascendancy at 09:30 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Qwue the Dwarf Adventurer level 50
6th Dearth 125th year of Ascendancy at 20:41 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Qwue the Dwarf Adventurer level 6
14th Profit 122nd year of Ascendancy at 21:42 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Qwue the Dwarf Adventurer level 50
31st Voratun 124th year of Ascendancy at 15:04 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Qwue the Dwarf Adventurer level 26
31st Profit 123rd year of Ascendancy at 10:44 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Qwue the Dwarf Adventurer level 27
13rd Wealth 123rd year of Ascendancy at 10:11 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Qwue the Dwarf Adventurer level 19
15th Iron 123rd year of Ascendancy at 08:01 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Qwue the Dwarf Adventurer level 50
1st Dearth 125th year of Ascendancy at 08:51 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Qwue the Dwarf Adventurer level 40
16th Stralite 124th year of Ascendancy at 09:23 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Qwue the Dwarf Adventurer level 50
13rd Dearth 125th year of Ascendancy at 14:48 see stats
Log
Qwue activates True Grit.
Shadow uses Dominate.
Qwue resists Shadow's 'Dominated'!
Qwue repels an attack from Shadow.
Polenn the sandworm uses Reproach.
Qwue reacts to damage from Polenn the sandworm, mitigating the blow!.
Your hatred grows even as your life fades! (+31 hate)
Polenn the sandworm strikes Qwue in the darkness (+61% damage).
Polenn the sandworm receives 234 healing from Unnatural Body.
Polenn the sandworm hits Qwue for (59 to psi shield), (144 flat reduction), (746 reacted , -5 stam), 1364 mind (1365 total damage).
Qwue the level 50 dwarf adventurer was mentally tortured to death by Polenn the sandworm on level 2 of Balegarion.
Qwue is no longer evading attacks.
Qwue deactivates Shield Wall.
Qwue has finished recovering.
Qwue deactivates Shards.
Qwue deactivates Charged Shield.
Qwue deactivates Augmentation.
Qwue deactivates Trained Reactions.
Qwue is less impervious to physical effects.
Qwue deactivates Mitosis.
Qwue deactivates Thermal Shield.
Qwue deactivates Repel.
Qwue's skin returns to normal.
Qwue stops regenerating health quickly.
Qwue deactivates Antimagic Shield.
Qwue is no longer attuned.
Qwue is no longer dominated.
Qwue deactivates True Grit.
Qwue's is no longer disrupted.




























































































































































































