Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 50 / 3304% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 166.868 (base 64) |
Dexterity | 58 (base 37) |
Constitution | 40 (base 13) |
Magic | 232.868 (base 64) |
Willpower | 82 (base 14) |
Cunning | 165.868 (base 63) |
Resources
Life | 1648/1648 |
Mana | 694/694 |
Positive | 110/177 |
Vim | 288/422 |
Healing Factor | 1.3999999999999 |
Regeneration | 3.7099999999997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1427.4456% |
Spell | 0% |
Global | +170% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 13 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 228 |
Accuracy | 73 |
Crit Chance | 125% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 165 |
Accuracy | 73 |
Crit Chance | 125% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 124.98114285714 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 73.6868 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 32.518142269638 (30%) |
Defense | 54.439380756542 |
Ranged Defense | 59.106047423209 |
Fatigue | 0 |
Physical Save | 66.012835511983 |
Spell Save | 80.170268409586 |
Mental Save | 56.417933333333 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Teleport Resistance | 10% |
Confusion Resistance | 10% |
Silence Resistance | 15% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 52 for 10 turns. While Heroism is active, you will only die when reaching -1909 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1730 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 52 for 11 turns. While Heroism is active, you will only die when reaching -1943 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 849 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1417% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.69 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Corruption / Vim | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Premonition |
talent | Willful Tormenter |
talent | Defensive Posture |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 1383% faster. Wild Speed |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 42 and keeps you from dying even if your life drops to -1616. Heroism |
beneficial effect | Increases global action speed by 70%. Speed |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2172. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force 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. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aetherwalk (6 def, 0 armour) =Burrow boots= Aetherwalk (6 def, 0 armour) =Burrow boots=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 14 power out of 1/24. A wispy purple aura surrounds these translucent black boots. |
Light source | ethereal dwarven lantern of corpselight =Corpse light= ethereal dwarven lantern of corpselight =Corpse light=Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% blight / +15% darkness Spellpower: +23 (+3 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 45 blight damage or heals 36 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Decayed Visage (0 def, 0 armour) =Main hat= Decayed Visage (0 def, 0 armour) =Main hat=Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 10 vim draining blight Changes stats: +2 Str / +6 Mag / +9 Wil / +4 Cun / +2 Con Changes damage: +8% blight / +9% darkness / +8% arcane / +3% lightning Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 3.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 51%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 12% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 191.51 fire damage and 220.15 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Tool | Gugathra the voratun pickaxe (dig speed 7 turns) =16% crit= Gugathra the voratun pickaxe (dig speed 7 turns) =16% crit=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +16.0% Fatigue: -10% Changes stats: +24 Str / +9 Wil Changes resistances: +6% blight / +1% physical Changes resistances penetration: +15% blight Stamina each turn: +0.20 Only die when reaching: -95.00 life Maximum life: +55.00 Maximum stamina: +28.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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. |
On fingers | Unresarek =Main vim mag= Unresarek =Main vim mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +11 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +8 Cun / +11 Mag Changes resistances: +6% blight / +6% temporal Changes damage: +6% blight Blindness immunity: +10% Silence immunity: +15% Teleport immunity: +10% Maximum vim: +50.00 Spellpower: +30 (+4 eff.) Mindpower: +15 (+4 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
On fingers | Emelilramina the Festervortex =Mag 23= Emelilramina the Festervortex =Mag 23=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +23 Mag / +16 Wil / +9 Cun Changes resistances: +38% light / +9% nature Changes damage: +19% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Stamina each turn: +0.80 Spellpower: +43 (+6 eff.) Rings can have magical properties. |
Around neck | starseer's voratun amulet of mastery (0.39 Corruption / Scourge) =Finaly a good un les figh= starseer's voratun amulet of mastery (0.39 Corruption / Scourge) =Finaly a good un les figh=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% darkness / +7% temporal / +5% light / +8% physical Talent mastery: +0.39 Corruption / Scourge Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
In main hand | Tempestrot the dragonbone starstaff (30-36 power, 6 apr, blight element) =Newest main= Tempestrot the dragonbone starstaff (30-36 power, 6 apr, blight element) =Newest main=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +24.0% Physical power: +11 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +10 Mag / +10 Cun / +10 Con Changes damage: +3% lightning / +30% blight Talent granted: +1 Command Staff Critical mult.: +64.00% Life regen: +0.60 Vim when firing critical spell: +8.00 Maximum stamina: +10.00 Maximum vim: +50.00 Maximum neg.energy: +48.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +19% Healing mod.: +10% It can be used to unleash an elemental blastwave, dealing 243.70 - 292.44 blight damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | Bokorach the drakeskin leather belt =Vim dps belt= Bokorach the drakeskin leather belt =Vim dps belt=Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% mind Changes damage: +6% blight Reduced damage from: +36% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +15 (+4 eff.) Spell save: +9 (+2 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Mindpower: +10 (+2 eff.) Infravision radius: +6 Damage Shield penetration: +30% A belt that goes around your waist. |
In off hand | dragonbone magestaff 'Tarredunastir' (30-36 power, 6 apr, blight element) =Main ofhand= dragonbone magestaff 'Tarredunastir' (30-36 power, 6 apr, blight element) =Main ofhand=Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +29 (+7 eff.) Physical crit. chance: +19.0% Physical power: +30 (+5 eff.) Defense: +14 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +7 Con Changes resistances: +3% acid Changes damage: +6% acid / +30% blight Talent granted: +1 Command Staff Critical mult.: +30.00% Life regen: +1.80 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +59.00 Spellpower: +45 (+6 eff.) Spell crit. chance: +12% Light radius: +5 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 170.90 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cloak | elven-silk cloak 'Shadowwhisper' (3 def, 11 armour) =Mag 23= elven-silk cloak 'Shadowwhisper' (3 def, 11 armour) =Mag 23=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +23 Mag / +20 Wil Changes resistances: +26% cold / +3% mind / +3% darkness Changes resistances penetration: +5% mind Spell save: +14 (+3 eff.) Maximum mana: +80.00 Spell crit. chance: +16% Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | nimble reinforced leather armour of thunder (18 def, 7 armour) =Not Epic chest= nimble reinforced leather armour of thunder (18 def, 7 armour) =Not Epic chest=Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+4 eff.) Armour: +7 Defense: +18 (+6 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +5 Dex / +7 Mag / +8 Wil Changes resistances: +18% lightning Spellpower: +22 (+3 eff.) Spell crit. chance: +9% Mindpower: +22 (+6 eff.) Mental crit. chance: +9% Movement speed: +20% A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 849) healing infusion of the wizard (heal 849)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 849 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (49 nature damage, 62% healing reduction)insidious poison infusion (49 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 48.61 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 25%; cure mental, physical) wild infusion (resist 25%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 38%; cure magical, physical) wild infusion of the psychic (resist 38%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 38% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 53%; cure physical) wild infusion of the sneak (resist 53%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 53% for 8 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 ability. |
wild infusion of the sneak (resist 48%; cure physical) wild infusion of the sneak (resist 48%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 8 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 ability. |
wild infusion of the wizard (resist 54%; cure physical) wild infusion of the wizard (resist 54%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 54% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (478.00 temporal damage, removed from time 4 turns) Rune of the Rift (478.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 544.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (278 acid damage; dur 5; apply 22)acid wave rune (278 acid damage; dur 5; apply 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 277.98 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (89 cold damage; 22 apply power)biting gale rune (89 cold damage; 22 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.81 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 22) controlled phase door rune of the sneak (range 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 22. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 21) controlled phase door rune of the warrior (range 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 21. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 24) controlled phase door rune of the wizard (range 24)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 24. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 14 for 12 turns)invisibility rune (power 14 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 14 for 10 turns)invisibility rune (power 14 for 10 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 29 for 8 turns) invisibility rune of the warrior (power 29 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 29) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune (429 lightning damage)lightning rune (429 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 143.13 to 429.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 404 for 8 turns)shielding rune (absorb 404 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1440 for 5 turns) shielding rune of the wizard (absorb 1440 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1440 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 305) teleportation rune of the warrior (range 305)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 305 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Daneth's Neckguard =pop= Daneth's Neckguard =pop=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads =heal neck= Earthen Beads =heal neck=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 346 (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. |
Frost Lord's Chain =Frosty= Frost Lord's Chain =Frosty=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Vox =Sil res= Vox =Sil res=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Xoyanne =plaguey= Xoyanne =plaguey=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour Changes damage: +6% acid Talent mastery: +0.28 Corruption / Plague Maximum life: +40.00 Maximum stamina: +20.00 Amulets can have magical properties. |
Zanyrehor the gold amulet =Wicked healcombat= Zanyrehor the gold amulet =Wicked healcombat=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +9% mind Talent masteries: +0.24 Technique / Combat training +0.24 Celestial / Light Critical mult.: +10.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Amulets can have magical properties. |
Zemekkys' Broken Hourglass =cool= Zemekkys' Broken Hourglass =cool=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 29 power out of 80/80) : Effective talent level: 1.0 Power cost: 29 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 0 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
mindweaver's gold amulet of teleportation =Port= mindweaver's gold amulet of teleportation =Port=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +11 (+4 eff.) Confusion immunity: +19% Teleport immunity: +50% Mindpower: +11 (+3 eff.) It can be used to teleport you randomly (rad 41), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
mindweaver's stralite amulet of mastery (0.34 Cunning / Survival) =surv= mindweaver's stralite amulet of mastery (0.34 Cunning / Survival) =surv=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Talent mastery: +0.34 Cunning / Survival Mental save: +10 (+3 eff.) Confusion immunity: +19% Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
protective voratun amulet of healing protective voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes resistances cap: +6% all Physical save: +26 (+6 eff.) Cut immunity: +80% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 437 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing stralite amulet of healing stabilizing stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% temporal Cut immunity: +70% Pinning immunity: +41% Knockback immunity: +34% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 371 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stralite amulet 'Belyduhir' stralite amulet 'Belyduhir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +5% physical Changes resistances penetration: +5% physical Teleport immunity: +50% Hate when firing a critical mind attack: +1.00 Maximum stamina: +25.00 Maximum psi: +30.00 Mindpower: +2 (+0 eff.) It can be used to teleport you randomly (rad 57), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
vitalizing stralite amulet of mastery (0.34 Celestial / Light) =crap heal= vitalizing stralite amulet of mastery (0.34 Celestial / Light) =crap heal=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.34 Celestial / Light Physical save: +17 (+4 eff.) Life regen: +2.50 Maximum life: +61.00 Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.40 Corruption / Vile life) =Vaste of points= vitalizing voratun amulet of mastery (0.40 Corruption / Vile life) =Vaste of points=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.40 Corruption / Vile life Physical save: +15 (+4 eff.) Life regen: +2.30 Maximum life: +51.00 Amulets can have magical properties. |
wanderer's stralite amulet of the eclipse =move 10 decent= wanderer's stralite amulet of the eclipse =move 10 decent=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage (Melee): 12 light / 13 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 13% chance to blind Changes stats: +8 Dex / +9 Cun / +9 Con Changes damage: +13% light / +13% darkness Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet of magic (+8) warmaker's stralite amulet of magic (+8)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +9 Dex / +9 Mag / +9 Wil Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Blazeviper =will= Blazeviper =will=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -2% Effects on melee hit: * 30% chance to daze Changes stats: +7 Wil / +8 Cun / +3 Con Changes resistances: +1% physical Critical mult.: +6.00% Stamina each turn: +0.20 Mindpower: +12 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
Braneldil the voratun ring =Healmod= Braneldil the voratun ring =Healmod=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Changes stats: +4 Con Changes resistances: +40% acid / +5% arcane Changes damage: +20% acid / +7% all Reduces incoming crit damage: 20.00% Spell save: +3 (+1 eff.) Life regen: +1.70 Maximum life: +100.00 Spellpower: +18 (+3 eff.) Mindpower: +20 (+5 eff.) Infravision radius: +2 Healing mod.: +30% Rings can have magical properties. |
Duathelwire =Main ring 1= Duathelwire =Main ring 1=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +10 Cun / +8 Mag Changes resistances: +6% blight / +6% mind / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% mind Spell save: +16 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +15 (+2 eff.) Mindpower: +14 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Elemental Fury =Wyrm killer= Elemental Fury =Wyrm killer=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Emara the voratun ring =Mag ring 2= Emara the voratun ring =Mag ring 2=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Cun / +8 Mag Changes resistances penetration: +15% mind Grants telepathy: Dragon Stun/Freeze immunity: +42% Life regen: +4.80 Spellpower: +15 (+2 eff.) Mindpower: +2 (+0 eff.) Light radius: +2 See invisible: +3 Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 161.56 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 19 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Inertial Twine =burrow ring= Inertial Twine =burrow ring=Crafted 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 (+3 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. |
Lightfear =wyrm 2= Lightfear =wyrm 2=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +17 (+3 eff.) Fatigue: -8% Changes stats: +9 Cun / +8 Dex Changes resistances: +3% blight / +36% fire / +5% arcane / +3% light Changes damage: +18% fire / +3% physical / +8% all Critical mult.: +6.00% Only die when reaching: -20.00 life Spellpower: +17 (+2 eff.) Mindpower: +14 (+4 eff.) Rings can have magical properties. |
Mnemonic =Mental= Mnemonic =Mental=Infused 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 (+6 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). It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 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, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Dual techniques +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
This item will automatically be transmogrified when you leave the level. SparkumbraSparkumbra Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes stats: +2 Wil Changes resistances penetration: +10% blight Changes damage: +12% acid / +12% lightning Spell save: +40 (+8 eff.) Blindness immunity: +34% Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +5 See stealth: +22 See invisible: +21 Defense after a teleport: +25 Resist all after a teleport: +10% New effects duration reduction after a teleport: +43% Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 360.78 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zanaregogen =Dark= Zanaregogen =Dark=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil / +4 Con Changes resistances: +36% darkness Changes resistances penetration: +10% blight Changes damage: +18% darkness See invisible: +6 Rings can have magical properties. |
conjurer's voratun ring of tenacity =antidebuff 2= conjurer's voratun ring of tenacity =antidebuff 2=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Disarm immunity: +43% Pinning immunity: +40% Knockback immunity: +29% Maximum life: +42.00 Spellpower: +15 (+2 eff.) Rings can have magical properties. |
gladiator's stralite ring of light (+28%) =light= gladiator's stralite ring of light (+28%) =light=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +28% light Changes damage: +14% light Rings can have magical properties. |
pixie's stralite ring of warding =Mag res= pixie's stralite ring of warding =Mag res=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Mag Changes resistances: +26% acid / +24% fire / +21% lightning / +26% cold Spellpower: +13 (+2 eff.) Rings can have magical properties. |
pixie's stralite ring of warding =Mag res 2= pixie's stralite ring of warding =Mag res 2=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Mag Changes resistances: +26% acid / +26% fire / +26% lightning / +18% cold Spellpower: +13 (+2 eff.) Rings can have magical properties. |
sneakthief's voratun ring of tenacity =antidebuff= sneakthief's voratun ring of tenacity =antidebuff=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +10 Cun / +10 Dex Disarm immunity: +48% Pinning immunity: +46% Knockback immunity: +50% Maximum life: +28.00 Rings can have magical properties. |
titan's voratun ring of life titan's voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Physical save: +18 (+4 eff.) Life regen: +1.90 Maximum life: +91.00 Healing mod.: +29% Rings can have magical properties. |
voratun ring of speed =Move 22= voratun ring of speed =Move 22=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +15 (+5 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's voratun ring of pilferingwizard's voratun ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +17 Defense: +17 (+6 eff.) Changes stats: +6 Mag Spell save: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) =Demon baby= Khulmanar's Wrath (70-105 power, 8 apr) =Demon baby=Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 263.09 fire damage, and flames will be left dealing a further 61.65 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Dagger of the Past (25-32.5 power, 20 apr) =move +20= Dagger of the Past (25-32.5 power, 20 apr) =move +20=Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes resistances penetration: +0% temporal Changes damage: +0% physical / +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Life Drinker (42-54.6 power, 11 apr) =Phys debuff= Life Drinker (42-54.6 power, 11 apr) =Phys debuff=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 27.17 acid and 44.96 blight damage. If not cleared after five turns it will inflict 336.82 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. quick voratun greatmaul (69-103.5 power, 4 apr)quick voratun greatmaul (69-103.5 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +5 Dex Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of evisceration (66.5-99.75 power, 4 apr)voratun greatmaul of evisceration (66.5-99.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +19 (+3 eff.) Massive two-handed mauls. |
Cyrevea the Lightworm (63.5-101.6 power, 4 apr) Cyrevea the Lightworm (63.5-101.6 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to remove a magical effect * disrupts spell-casting Damage (Melee): +28 mind / +4 fire / +24 nature Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 darkness / +12 fire Damage against: +33% Unnatural When wielded/worn: Effects on melee hit: * 45% chance to blind Changes resistances penetration: +5% light It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thaloren dragonbone longbow of lightningthaloren dragonbone longbow of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +18 lightning When wielded/worn: Changes damage: +22% lightning / +18% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of nature (41-57.4 power, 6 apr)balanced voratun longsword of nature (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +15 (+5 eff.) Changes resistances: +10% all Changes resistances penetration: +15% nature Disarm immunity: +49% Sharp, long, and deadly. |
voratun longsword 'Scorchwreath' (43-60.2 power, 6 apr) =Disarm 67= voratun longsword 'Scorchwreath' (43-60.2 power, 6 apr) =Disarm 67=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +55 insidious poison / +12 fire When wielded/worn: Physical power: +30 (+5 eff.) Changes stats: +1 Dex / +1 Mag / +1 Wil / +1 Cun / +14 Con Changes resistances: +7% arcane / +3% darkness Changes resistances penetration: +27% physical Physical save: +30 (+8 eff.) Disarm immunity: +67% Light radius: +2 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Cureweeper (45.5-63.7 power, 6 apr)Cureweeper (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical crit. chance: +17.0% Changes stats: +2 Str Changes resistances penetration: +20% nature / +15% physical Critical mult.: +26.00% Stamina each turn: +1.00 Only die when reaching: -120.00 life Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing voratun mace of projection (44.5-62.3 power, 6 apr)arcing voratun mace of projection (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +20 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace of rage (45.5-63.7 power, 6 apr)elemental voratun mace of rage (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +7 Str Changes resistances penetration: +17% acid / +16% fire / +17% lightning / +16% cold Changes damage: +13% physical Stamina when hit: +2.50 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Glygawe the Wretchqueen (17-18.7 power, 49 apr, nature damage)Glygawe the Wretchqueen (17-18.7 power, 49 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +49 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 60% chance to inflict damage reduction Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 12 physical Changes resistances: +6% nature Changes damage: +6% fire Physical save: +20 (+5 eff.) Maximum life: +40.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of sand (13-14.3 power, 32 apr, mind damage) =Game changer= creative pulsing mindstar of sand (13-14.3 power, 32 apr, mind damage) =Game changer=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +4 Cun Changes resistances: +9% physical Changes resistances penetration: +12% physical Changes damage: +8% physical Critical mult.: +13.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 23 of target armor and 11% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of storms (16-17.6 power, 40 apr, mind damage)gifted living mindstar of storms (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning Mindpower: +22 (+6 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling =move 20= Hare-Skin Sling =move 20=Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Olymnir'drakeskin leather sling 'Olymnir' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Physical power: +17 (+3 eff.) Changes stats: +7 Str / +4 Dex Changes resistances: +2% physical Changes resistances penetration: +15% arcane Changes damage: +15% mind Maximum encumbrance: +10 Mental save: +6 (+2 eff.) Stamina each turn: +0.20 Hate when firing a critical mind attack: +3.00 Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 116 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =Rocking debuff= Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) =Rocking debuff=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff (30-36 power, 6 apr, fire element)dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element)shimmering dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +201.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Kitar the voratun waraxe (38.5-53.9 power, 9 apr)Kitar the voratun waraxe (38.5-53.9 power, 9 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +24 arcane Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +2 Con / +2 Mag Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Healing mod.: +15% Damage Shield penetration: +40% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic voratun waraxe of rage (39-54.6 power, 6 apr)acidic voratun waraxe of rage (39-54.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +18 acid When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +7 Str Changes damage: +15% physical Stamina when hit: +1.20 One-handed war axes. |
Emblem of Evasion =Range def= Emblem of Evasion =Range def=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.4 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 54 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 275.92 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Unlightcut the elven-silk cloak (3 def, 0 armour) =Dis mana= Unlightcut the elven-silk cloak (3 def, 0 armour) =Dis mana=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +4 Mag / +3 Wil / +6 Con Changes resistances: +25% darkness Changes resistances penetration: +24% darkness / +15% blight Changes damage: +25% darkness / +6% arcane Stealth bonus: +18 Physical save: +15 (+4 eff.) Mana each turn: +0.12 Mana when firing critical spell: +1.00 Maximum life: +106.00 Maximum mana: +127.00 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. elven-silk cloak of the Shaloren (3 def, 0 armour)elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil 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. shadow elven-silk cloak of fog (13 def, 0 armour)shadow elven-silk cloak of fog (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes resistances: +25% fire / +25% darkness / +19% light Changes resistances penetration: +13% darkness Changes damage: +25% darkness Stealth bonus: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of the voidstalker (3 def, 0 armour) =Dark blink= shadow elven-silk cloak of the voidstalker (3 def, 0 armour) =Dark blink=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +55% darkness / +18% temporal Changes resistances penetration: +19% darkness Changes damage: +25% darkness Stealth bonus: +25 Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. 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. spellcowled elven-silk cloak of sorcery (3 def, 0 armour)spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Mag / +12 Wil Spell save: +15 (+3 eff.) Maximum mana: +80.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arada (5 def, 0 armour) =60 hm= Arada (5 def, 0 armour) =60 hm=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str Changes resistances: +40% blight / +3% cold / +3% nature / +30% acid Changes damage: +20% acid Critical mult.: +6.00% Physical save: +6 (+2 eff.) Life regen: +12.00 Maximum life: +182.00 Maximum stamina: +15.00 Healing mod.: +60% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durosus (5 def, 0 armour) =Mag= Durosus (5 def, 0 armour) =Mag=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +8 Str / +2 Dex / +16 Mag / +16 Wil / +8 Con Changes resistances: +9% lightning / +12% cold / +3% physical Changes damage: +20% lightning / +15% physical / +20% cold / +15% nature / +6% acid Poison immunity: +48% Disease immunity: +33% Mana each turn: +0.33 Psi each turn: +0.40 Maximum life: +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of alchemy (5 def, 0 armour) =New dream switch= dreamer's elven-silk robe of alchemy (5 def, 0 armour) =New dream switch=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +16% acid / +20% physical / +29% darkness / +18% fire / +30% mind / +17% cold Changes damage: +15% acid / +15% physical / +15% fire / +14% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +19 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +37 (+10 eff.) 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. |
elven-silk robe 'Eremydar' (10 def, 5 armour) =Phys save= elven-silk robe 'Eremydar' (10 def, 5 armour) =Phys save=Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes stats: +6 Mag / +5 Wil / +10 Con Changes resistances: +15% acid / +5% arcane / +3% darkness Changes damage: +20% nature Physical save: +50 (+12 eff.) Mental save: +12 (+4 eff.) Poison immunity: +47% Disease immunity: +48% Cut immunity: +15% Silence immunity: +50% Teleport immunity: +15% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of power (5 def, 0 armour)elven-silk robe of power (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +20% all Spellpower: +16 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) =Thank u= Eden's Guile (2 def, 1 armour) =Thank u=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), costing 29 power out of 2/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Zyroddadur (4 def, 3 armour) Zyroddadur (4 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +4 Wil / +3 Cun / +8 Con Changes resistances penetration: +7% physical Physical save: +18 (+4 eff.) Mental save: +16 (+5 eff.) Blindness immunity: +5% Poison immunity: +10% Stun/Freeze immunity: +10% Life regen: +3.10 Mindpower: +5 (+1 eff.) Healing mod.: +22% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots of phasing (0 def, 5 armour)blood-soaked pair of drakeskin leather boots of phasing (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Mag / +4 Wil It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour)blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Lisimitha' (0 def, 5 armour) =Phys ment save= pair of drakeskin leather boots 'Lisimitha' (0 def, 5 armour) =Phys ment save=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +4 Wil / +6 Cun / +5 Con Changes damage: +12% acid Critical mult.: +10.00% Maximum encumbrance: +50 Physical save: +39 (+10 eff.) Mental save: +34 (+9 eff.) Psi when hit: +0.16 Mindpower: +2 (+0 eff.) A pair of boots made of leather. |
pair of voratun boots 'Festerward' (0 def, 5 armour) =cool= pair of voratun boots 'Festerward' (0 def, 5 armour) =cool=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 nature Changes stats: +5 Mag Changes resistances: +9% acid / +12% fire / +6% mind / +15% cold Changes resistances penetration: +5% acid / +15% physical / +5% nature Changes damage: +18% acid Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of drakeskin leather boots (0 def, 5 armour)restorative pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Life regen: +5.30 Healing mod.: +28% A pair of boots made of leather. |
Aerevea the voratun gauntlets (0 def, 3 armour) =Disperse= Aerevea the voratun gauntlets (0 def, 3 armour) =Disperse=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +17 (+3 eff.) Armour: +3 Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 9 acid / 10 lightning / 8 cold / 15 arcane / 10 fire Changes stats: +6 Str / +18 Mag / +15 Wil / +3 Cun Changes resistances: +9% arcane Changes resistances penetration: +5% acid Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 49.5 - 69.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to cause random gloom Damage (Melee): +19 ice / +29 fire / +29 acid / +19 arcane / +28 lightning Burst (radius 1) on hit: +8 acid It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nigada the Nightstun (0 def, 3 armour) Ce'Nigada the Nightstun (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Damage when hit (Melee): 4 darkness / 16 arcane Changes resistances: +3% darkness Changes resistances penetration: +15% mind / +10% fire Changes damage: +27% darkness / +6% mind Physical save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +8 darkness Burst (radius 2) on crit: +4 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. blighted voratun gauntlets of magic (+4) (0 def, 3 armour)blighted voratun gauntlets of magic (+4) (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 blight Changes stats: +4 Mag Changes resistances: +10% blight Changes damage: +11% arcane / +11% blight When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +10 arcane Burst (radius 2) on crit: +11 arcane / +15 blight Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of the iron hand (0 def, 3 armour) =Disarm gloves= restful drakeskin leather gloves of the iron hand (0 def, 3 armour) =Disarm gloves=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +1.90 Maximum stamina: +40.00 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 / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashmistress the elven-silk wizard hat (3 def, 0 armour) =Eye= Flashmistress the elven-silk wizard hat (3 def, 0 armour) =Eye=Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 arcane / 8 fire Changes stats: +10 Mag / +7 Wil / +7 Cun / +10 Con Changes resistances: +15% lightning / +13% temporal / +6% mind Changes resistances penetration: +5% mind Changes damage: +6% fire / +20% arcane / +9% mind Mindpower: +6 (+2 eff.) It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour)aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes damage: +20% arcane Life regen: +6.00 Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
defender's drakeskin leather cap of blood magic (8 def, 14 armour) defender's drakeskin leather cap of blood magic (8 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +7 Mag / +8 Wil Changes resistances: +7% all Changes damage: +20% blight / +18% arcane Physical save: +15 (+4 eff.) Spell crit. chance: +5% A cap made of leather. |
drakeskin leather cap of sanctity (0 def, 5 armour) drakeskin leather cap of sanctity (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% blight / +11% darkness Spell save: +15 (+3 eff.) Mental save: +14 (+4 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
eldritch linen wizard hat of earthrunes (1 def, 2 armour) =Mana entomb= eldritch linen wizard hat of earthrunes (1 def, 2 armour) =Mana entomb=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Mana each turn: +1.20 Mana when hit: +1.20 Maximum mana: +54.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 47 cooldown : Effective talent level: 1.0 Power cost: 47 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 213.51 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of constitution (+10) (0 def, 5 armour)insulating voratun helm of constitution (+10) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Con Changes resistances: +15% fire / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's voratun helm of the depths (0 def, 11 armour)miner's voratun helm of the depths (0 def, 11 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes resistances: +18% cold Allows you to breathe in: water Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of fortune (0 def, 5 armour)thaloren drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck / +9 Wil Changes resistances: +13% blight Mental save: +15 (+5 eff.) Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
enlightening stralite plate armour of thunder (7 def, 13 armour) enlightening stralite plate armour of thunder (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +17 (+3 eff.) Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +9 Str / +9 Mag / +17 Wil / +8 Cun Changes resistances: +18% lightning Mental save: +22 (+6 eff.) Spellpower: +22 (+3 eff.) Spell crit. chance: +8% Mindpower: +21 (+5 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of implacability (9 def, 26 armour)fearforged voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +30% Changes stats: +10 Con Changes resistances: +14% fire / -20% light / +14% darkness Physical save: +23 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour (9 def, 16 armour)radiant voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +5 Wil Changes resistances: +29% blight / +24% darkness Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of implacability (9 def, 26 armour)searing voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +18% Damage (Melee): 23 acid / 14 fire Damage when hit (Melee): 15 acid / 16 fire Changes resistances: +30% acid / +24% fire Physical save: +15 (+4 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of Eyal (9 def, 16 armour)spiked voratun plate armour of Eyal (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Life regen: +4.00 Maximum life: +100.00 Healing mod.: +15% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. icy voratun shield of purity (12 def, 3 armour, 206.5 block)icy voratun shield of purity (12 def, 3 armour, 206.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 cold Damage when hit (Melee): 20 ice Changes resistances: +17% nature / +20% blight Talent granted: +5 Block Handheld deflection devices. |
Eclipsenail (dig speed 18 turns) =Orcy= Eclipsenail (dig speed 18 turns) =Orcy=Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +4 Str / +5 Mag / +3 Cun Changes resistances: +15% nature Changes resistances penetration: +15% darkness Changes damage: +10% nature Grants telepathy: Humanoid/Orc Maximum mana: +48.00 Spell crit. chance: +7% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sunzephyr the dwarven-steel pickaxe (dig speed 18 turns) =Acc axe= Sunzephyr the dwarven-steel pickaxe (dig speed 18 turns) =Acc axe=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Fatigue: -6% Changes stats: +8 Str Changes resistances: +15% acid / +6% temporal / +9% darkness / +3% cold / +3% light Damage affinity(heal): +15% darkness Spell save: +20 (+4 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 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. |
iron pickaxe of quickening (dig speed 31 turns) iron pickaxe of quickening (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Aeruthad' (dig speed 18 turns) =Phys save= voratun pickaxe 'Aeruthad' (dig speed 18 turns) =Phys save=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +3 Str / +4 Con Physical save: +34 (+8 eff.) Life regen: +0.40 Maximum stamina: +25.00 Infravision radius: +3 Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ =Favorite spiders= Mummified Egg-sac of Ungolรซ =Favorite spiders=Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang =free stuff= Rungof's Fang =free stuff=Infused 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. |
Blindbrace the alchemist's lamp Blindbrace the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 45% chance to blind * 55% chance to inflict damage reduction Damage when hit (Melee): 4 acid Changes resistances penetration: +15% acid / +10% light Changes damage: +6% light / +6% acid Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fulatar =Det 50%= Fulatar =Det 50%=Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% darkness / +8% cold / +6% light / +10% temporal Stun/Freeze immunity: +10% Light radius: +4 Defense after a teleport: +33 Resist all after a teleport: +26% New effects duration reduction after a teleport: +50% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Shockrot the dwarven lantern =dark light= Shockrot the dwarven lantern =dark light=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances: +14% light / +15% lightning Changes damage: +15% darkness / +24% acid Damage affinity(heal): +5% darkness Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+3 eff.) Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Light radius: +14 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 389.52 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial =Mental= Wintertide Phial =Mental=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
nightwalker's dwarven lantern of the sun nightwalker's dwarven lantern of the sunPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +7 Wil Changes resistances: +15% darkness Changes damage: +13% light Damage affinity(heal): +5% light Critical mult.: +19.00% Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 123.42 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull =Free fluff= Runed Skull =Free fluff=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =Bring me the worm= Gwai's Burninator =Bring me the worm=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 819.34 fire damage (based on Magic), costing 29 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) =Annul em= Rod of Annulment (1/1) =Annul em=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) =Thank god= Rod of Spydric Poison (5/5) =Thank god=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1210.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gleamreek [power 173] (12 cooldown) Gleamreek [power 173] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +6 Dex / +1 Mag Changes resistances: +18% acid / +6% light Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Globeth the stralite torque of kinetic psionic shield [power 235] (20 cooldown) Globeth the stralite torque of kinetic psionic shield [power 235] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +29% blight Changes damage: +6% blight / +6% mind It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 235 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of clear mind [power 4] (6 cooldown) psionic voratun torque of clear mind [power 4] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Splendourwing' [power 173] (17 cooldown) stralite torque of kinetic psionic shield 'Splendourwing' [power 173] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 blight Changes resistances: +9% light / +3% blight Changes resistances penetration: +25% blight Changes damage: +6% acid Light radius: +2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of clear mind [power 5] (8 cooldown) supercharged voratun torque of clear mind [power 5] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Arcprophet' [power 225] (18 cooldown) voratun torque of charged psionic shield 'Arcprophet' [power 225] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +3% lightning / +9% nature / +3% mind Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Spell save: +20 (+4 eff.) Poison immunity: +15% Teleport immunity: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 225 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 16 hate. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments 'Ivogaba' [power 7] (10 cooldown) dragonbone totem of cure ailments 'Ivogaba' [power 7] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Fatigue: -8% Changes resistances penetration: +20% blight Maximum encumbrance: +40 Life regen: +0.80 It can be used to remove up to 7 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Grinusta the Glarebiter [power 385] (5 cooldown) =Srike 10!! blight= Grinusta the Glarebiter [power 385] (5 cooldown) =Srike 10!! blight=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight / 8 arcane / 12 light Changes resistances: +9% blight Changes damage: +18% blight / +9% light Talent granted: +10 Strike Light radius: +3 It can be used to fire a bolt of a random element (dam 192-385), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Strikewild the elven-wood wand of conjuration [power 313] (6 cooldown) =Mana= Strikewild the elven-wood wand of conjuration [power 313] (6 cooldown) =Mana=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +2 (+0 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +1 Str / +1 Dex Changes resistances penetration: +5% lightning / +10% physical Physical save: +15 (+4 eff.) It can be used to fire a bolt of a random element (dam 156-313), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of trap destruction [power 96] (9 cooldown) =Trappy= warded elven-wood wand of trap destruction [power 96] (9 cooldown) =Trappy=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +4 lightning / +5 temporal / +4 blight / +4 fire / +5 cold Talent granted: +1 Ward It can be used to disarm traps (96 disarm power, Magic) along a range 6 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =Praise the the dark gods= Burning Star =Praise the the dark gods=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Reaveallnight the Ogre Reaver level 37
67th Haze 124th year of Ascendancy at 16:13 see stats
By Reaveallnight the Ogre Reaver level 50
16th Regrowth 126th year of Ascendancy at 07:02 see stats
By Reaveallnight the Ogre Reaver level 37
65th Haze 124th year of Ascendancy at 05:53 see stats
By Reaveallnight the Ogre Reaver level 48
32nd Haze 125th year of Ascendancy at 03:24 see stats
By Reaveallnight the Ogre Reaver level 43
2nd Mirth 125th year of Ascendancy at 15:42 see stats
By Reaveallnight the Ogre Reaver level 50
70th Dusk 126th year of Ascendancy at 22:12 see stats
By Reaveallnight the Ogre Reaver level 50
1st Wintertide 126th year of Ascendancy at 21:39 see stats
By Reaveallnight the Ogre Reaver level 40
39th Regrowth 125th year of Ascendancy at 10:08 see stats
By Reaveallnight the Ogre Reaver level 50
67th Dusk 126th year of Ascendancy at 09:06 see stats
By Reaveallnight the Ogre Reaver level 7
21st Pyre 123rd year of Ascendancy at 02:51 see stats
By Reaveallnight the Ogre Reaver level 50
31st Regrowth 126th year of Ascendancy at 16:41 see stats
By Reaveallnight the Ogre Reaver level 39
1st Allure 125th year of Ascendancy at 12:37 see stats
By Reaveallnight the Ogre Reaver level 44
3rd Dusk 125th year of Ascendancy at 19:44 see stats
By Reaveallnight the Ogre Reaver level 50
56th Haze 126th year of Ascendancy at 11:29 see stats
By Reaveallnight the Ogre Reaver level 20
58th Haze 123rd year of Ascendancy at 08:36 see stats
By Reaveallnight the Ogre Reaver level 33
30th Haze 124th year of Ascendancy at 22:11 see stats
By Reaveallnight the Ogre Reaver level 27
32nd Pyre 124th year of Ascendancy at 19:25 see stats
By Reaveallnight the Ogre Reaver level 50
10th Haze 126th year of Ascendancy at 16:32 see stats
By Reaveallnight the Ogre Reaver level 50
34th Regrowth 126th year of Ascendancy at 01:48 see stats
By Reaveallnight the Ogre Reaver level 35
54th Haze 124th year of Ascendancy at 05:30 see stats
By Reaveallnight the Ogre Reaver level 28
1st Dusk 124th year of Ascendancy at 13:38 see stats
By Reaveallnight the Ogre Reaver level 49
73rd Haze 125th year of Ascendancy at 19:09 see stats
By Reaveallnight the Ogre Reaver level 10
65th Pyre 123rd year of Ascendancy at 06:43 see stats
By Reaveallnight the Ogre Reaver level 20
45th Haze 123rd year of Ascendancy at 04:58 see stats
By Reaveallnight the Ogre Reaver level 30
22nd Dusk 124th year of Ascendancy at 17:08 see stats
By Reaveallnight the Ogre Reaver level 40
1st Allure 125th year of Ascendancy at 12:37 see stats
By Reaveallnight the Ogre Reaver level 50
79th Haze 125th year of Ascendancy at 19:38 see stats
By Reaveallnight the Ogre Reaver level 50
36th Dusk 126th year of Ascendancy at 23:15 see stats
By Reaveallnight the Ogre Reaver level 50
4th Decay 125th year of Ascendancy at 23:16 see stats
By Reaveallnight the Ogre Reaver level 50
11st Dusk 126th year of Ascendancy at 11:35 see stats
By Reaveallnight the Ogre Reaver level 50
56th Haze 126th year of Ascendancy at 11:27 see stats
By Reaveallnight the Ogre Reaver level 50
54th Dusk 126th year of Ascendancy at 22:56 see stats
By Reaveallnight the Ogre Reaver level 26
77th Regrowth 124th year of Ascendancy at 16:58 see stats
By Reaveallnight the Ogre Reaver level 50
28th Pyre 126th year of Ascendancy at 17:49 see stats
By Reaveallnight the Ogre Reaver level 30
42nd Dusk 124th year of Ascendancy at 05:31 see stats
By Reaveallnight the Ogre Reaver level 20
58th Haze 123rd year of Ascendancy at 10:25 see stats
By Reaveallnight the Ogre Reaver level 40
27th Regrowth 125th year of Ascendancy at 13:00 see stats
By Reaveallnight the Ogre Reaver level 11
10th Mirth 123rd year of Ascendancy at 21:09 see stats
By Reaveallnight the Ogre Reaver level 9
62nd Pyre 123rd year of Ascendancy at 18:42 see stats
By Reaveallnight the Ogre Reaver level 50
5th Dusk 126th year of Ascendancy at 21:55 see stats
By Reaveallnight the Ogre Reaver level 27
74th Pyre 124th year of Ascendancy at 07:49 see stats
By Reaveallnight the Ogre Reaver level 48
29th Haze 125th year of Ascendancy at 22:28 see stats
By Reaveallnight the Ogre Reaver level 15
11st Dusk 123rd year of Ascendancy at 19:49 see stats
By Reaveallnight the Ogre Reaver level 44
24th Dusk 125th year of Ascendancy at 08:04 see stats
By Reaveallnight the Ogre Reaver level 28
1st Dusk 124th year of Ascendancy at 19:48 see stats
By Reaveallnight the Ogre Reaver level 17
23rd Haze 123rd year of Ascendancy at 20:42 see stats
By Reaveallnight the Ogre Reaver level 36
62nd Haze 124th year of Ascendancy at 07:01 see stats
By Reaveallnight the Ogre Reaver level 50
52nd Regrowth 126th year of Ascendancy at 21:56 see stats
Log
Reaveallnight slows down.
Reaveallnight deactivates Bone Shield.
Reaveallnight slows down.
Reaveallnight deactivates Willful Tormenter.
Reaveallnight deactivates Ruin.
Reaveallnight deactivates Premonition.
Reaveallnight deactivates Defensive Posture.
Reaveallnight is moving less freely.
Reaveallnight deactivates Chant of Fortitude.
Reaveallnight deactivates Overkill.