Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 2425% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Aryrin the sandworm at level 19 on the 30th Haze 122nd year of Ascendancy at 14:34 0 / 10Killed by Belaba the wolf at level 20 on the 38th Haze 122nd year of Ascendancy at 23:48 Killed by QWER at level 23 on the 52nd Haze 122nd year of Ascendancy at 04:24 Killed by Xanibretta the ice wyrm at level 26 on the 6th Allure 123rd year of Ascendancy at 14:44 Killed by Mayithra the skeleton magus at level 33 on the 42nd Regrowth 123rd year of Ascendancy at 11:19 Killed by Ce'Newen the ancient elven mummy at level 38 on the 2nd Mirth 123rd year of Ascendancy at 19:28 Killed by Lisyma the Guardian at level 39 on the 6th Flare 123rd year of Ascendancy at 20:35 Killed by Atamathon the Giant Golem at level 50 on the 56th Dusk 124th year of Ascendancy at 20:13 Killed by war hound at level 50 on the 68th Dusk 124th year of Ascendancy at 20:15 Killed by Salodhessra the fire drake hatchling at level 50 on the 46th Haze 124th year of Ascendancy at 08:09 |
| Antimagic | Follower |
Primary Stats
| Strength | 166 (base 63) |
| Dexterity | 98 (base 62) |
| Constitution | 64 (base 10) |
| Magic | 13 (base 7) |
| Willpower | 49 (base 36) |
| Cunning | 81 (base 58) |
Resources
| Life | -193/1552 |
| Stamina | 262/274 |
| Equilibrium | 30 |
| Healing Factor | 2.246153846154 |
| Regeneration | 518.36996961914 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 41.237882550305 |
| See Invisible | 41.237882550305 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 209 |
| Accuracy | 107 |
| Crit Chance | 61% |
| APR | 77 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 68 (72.307692307692%) |
| Defense | 86 |
| Ranged Defense | 91 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 35 |
| Mental Save | 57 |
Defense: Resistances
| All | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical or physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 825 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 996% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 29 for 10 turns. While Heroism is active, you will only die when reaching -1192 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1004 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Finishing moves | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Pugilism | 1.60 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.80 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Antimagic Shield |
| beneficial effect | The target's defense is increased by 22. Defensive Maneuver |
| beneficial effect | The target's combat attack is improved by 125. Attack |
| beneficial effect | A flow of life spins around the target, regenerating 200.88 life per turn. Regeneration |
| beneficial effect | You gain 49% resistance against fire. Resolve |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+57). Continuum Destabilization |
| beneficial effect | The target is recovering 32 life each turn. Recovery |
| detrimental effect | The target is taking 86% of all damage dealt to other braided targets. Braided |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
| beneficial effect | The target has 35% chance to evade melee and ranged attacks and gains 31 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the lost warrior from death by Silunne the giant fire ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Isloba the large white snake. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 508. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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. | failed |
Equipment
| On feet | pair of voratun boots 'Fireserpent' (21 def, 6 armour) pair of voratun boots 'Fireserpent' (21 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Armour: +6 Defense: +21 (+4 eff.) Fatigue: +4% Changes resistances penetration: +11% physical / +10% fire Mental save: +27 (+7 eff.) Poison immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +25% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | voratun gauntlets 'Samihell' (10 def, 19 armour) voratun gauntlets 'Samihell' (10 def, 19 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Armour: +19 Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 23 physical Changes stats: +7 Cun / +14 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +16% physical When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +23 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Sand Breath (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Burst (radius 1) on hit: +21 physical Burst (radius 2) on crit: +19 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to dwarven-steel gauntlets. |
| On head | elven-silk wizard hat 'Cyrimira' (3 def, 0 armour) elven-silk wizard hat 'Cyrimira' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Fatigue: -6% Changes stats: +4 Str / +2 Dex / +1 Cun / +1 Con Changes resistances: +12% darkness / +20% physical / +20% mind / +19% nature Changes damage: +10% darkness / +11% physical / +14% mind / +13% nature Grants telepathy: Dragon Physical save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Maximum hate: +15.00 Maximum psi: +30.00 Mindpower: +18 (+5 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Zubuda the voratun ring Zubuda the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +27 Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +11 Str / +3 Dex Changes resistances: +35% fire / +5% arcane / +2% physical Changes damage: +6% acid / +16% fire Stun/Freeze immunity: +50% Life regen: +3.20 Only die when reaching: -40.00 life Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Oladundur OladundurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 physical Changes resistances: +26% lightning Changes resistances penetration: +20% physical Physical save: +48 (+12 eff.) Stun/Freeze immunity: +44% Stamina each turn: +0.60 Healing mod.: +15% Amulets can have magical properties. |
| Main armor | drakeskin leather armour 'Voidobeisance' (6 def, 9 armour) drakeskin leather armour 'Voidobeisance' (6 def, 9 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +30% fire Changes resistances penetration: +25% darkness Changes damage: +6% darkness Life regen: +19.50 Stamina each turn: +2.20 Maximum life: +65.00 Healing mod.: +27% A suit of armour made of leather. |
| Light source | Aerydrachak the dwarven lantern Aerydrachak the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +7 Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical / +5% mind / +15% all Physical save: +13 (+4 eff.) Life regen: +0.40 Maximum life: +122.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Venomarc the elven-silk cloak (4 def, 0 armour) Venomarc the elven-silk cloak (4 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Defense: +4 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 8 nature Changes stats: +6 Cun / +6 Wil Changes resistances: +34% blight / +6% fire / +16% nature Changes resistances penetration: +10% blight Changes damage: +3% blight Life regen: +3.00 Mental crit. chance: +7% Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Aerytira the drakeskin leather belt Aerytira the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+4 eff.) Damage when hit (Melee): 4 acid Changes stats: +7 Str / +7 Con Changes resistances penetration: +10% mind Reduced damage from: +41% Summoned Physical save: +13 (+4 eff.) Spell save: +16 (+7 eff.) Mental save: +10 (+3 eff.) Maximum hate: +6.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 Size category: +2 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 284) healing infusion of the duelist (heal 284)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 284 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 461) healing infusion of the warrior (heal 461)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 461 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 418) healing infusion of the warrior (heal 418)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 418 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 455) healing infusion of the warrior (heal 455)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 instantly heal yourself for 455 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 627 over 5 turns) regeneration infusion of the duelist (heal 627 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 612 over 5 turns) regeneration infusion of the psychic (heal 612 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 612 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 806 over 5 turns) regeneration infusion of the warrior (heal 806 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 806 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 913 over 5 turns) regeneration infusion of the warrior (heal 913 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 913 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 237 over 5 turns) regeneration infusion of the wizard (heal 237 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 16%; cure mental, physical) wild infusion (resist 16%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 16% for 5 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. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 24%; cure magical) wild infusion of the duelist (resist 24%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 17%; cure mental, physical) wild infusion of the psychic (resist 17%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 mental or physical effect and reduce all damage taken by 17% for 5 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. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 16%; cure mental, physical) wild infusion of the psychic (resist 16%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 16% for 5 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. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 47%; cure mental) wild infusion of the warrior (resist 47%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 effect and reduce all damage taken by 47% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. movement infusion (456% speed; 9 turns)movement infusion (456% speed; 9 turns) 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: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the duelist (677% speed; 7 turns) movement infusion of the duelist (677% speed; 7 turns)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: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (635% speed; 7 turns) movement infusion of the titan (635% speed; 7 turns)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 16%; cure magical, physical, mental) Primal Infusion (affinity 16%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the titan (+15 for 10 turns, die at -493) heroism infusion of the titan (+15 for 10 turns, die at -493)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 15 for 10 turns. While Heroism is active, you will only die when reaching -493 life. 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+28 for 12 turns, die at -971) heroism infusion of the warrior (+28 for 12 turns, die at -971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 28 for 12 turns. While Heroism is active, you will only die when reaching -971 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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. Press to compare to your current inscriptions |
phase door rune of the titan (range 11; power 34; dur 5) phase door rune of the titan (range 11; power 34; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 498 for 4 turns) shielding rune of the duelist (absorb 498 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 498 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 149) teleportation rune of the duelist (range 149)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the warrior (range 269)teleportation rune of the warrior (range 269) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 269 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. |
Rune of the Rift (346.00 temporal damage, removed from time 4 turns) Rune of the Rift (346.00 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 352.92 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. invisibility rune of the sneak (power 18 for 12 turns)invisibility rune of the sneak (power 18 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your 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. |
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. |
Cyrelrarin the Torchquench Cyrelrarin the TorchquenchInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +6% physical / +6% fire Changes resistances penetration: +25% mind Changes damage: +12% fire Stamina each turn: +0.30 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +10% darkness Blindness immunity: +21% Amulets can have magical properties. |
starlit copper amulet of cunning (+3) starlit copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
Demonmoon the steel amulet Demonmoon the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind / 12 darkness Changes resistances: +16% mind Changes resistances penetration: +10% darkness / +25% mind Changes damage: +15% darkness Confusion immunity: +28% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused 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 36 power out of 40/40) : Effective talent level: 1.8 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 267 (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. |
Nightrage NightrageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 fire Changes resistances: +17% mind Changes resistances penetration: +15% darkness Changes damage: +18% darkness / +12% lightning Confusion immunity: +29% Amulets can have magical properties. |
Yvulemira YvulemiraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% cold Changes resistances penetration: +10% temporal Changes damage: +3% temporal Critical mult.: +13.00% Physical save: +30 (+8 eff.) Spell save: +20 (+8 eff.) Cut immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +10% Amulets can have magical properties. |
grounding steel amulet of constitution (+2) grounding steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
Aeramitira AeramitiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 20 acid Changes stats: +3 Str / +8 Dex Changes resistances: +22% cold / +22% fire Changes damage: +6% physical Physical save: +30 (+8 eff.) Only die when reaching: -60.00 life Amulets can have magical properties. |
Islatira the Mirepiety Islatira the MirepietyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +9% blight Changes resistances penetration: +15% nature Mental save: +26 (+7 eff.) Blindness immunity: +15% Cut immunity: +10% Silence immunity: +25% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Amulets can have magical properties. |
Islyna the gold amulet Islyna the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +18 Defense: +7 (+1 eff.) Changes resistances: +20% blight Changes resistances cap: +4% all Critical mult.: +6.00% Physical save: +12 (+3 eff.) Maximum stamina: +10.00 Amulets can have magical properties. |
Unlightpall UnlightpallInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +4 Defense: +14 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Lck Changes resistances: +16% lightning / +6% temporal Changes resistances cap: +3% all Changes damage: +9% darkness Physical save: +10 (+3 eff.) Stun/Freeze immunity: +26% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
clarifying gold amulet of mastery (0.19 Technique / Pugilism) clarifying gold amulet of mastery (0.19 Technique / Pugilism)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind Talent mastery: +0.19 Technique / Pugilism Confusion immunity: +29% Amulets can have magical properties. |
enraging gold amulet of willpower (+7) enraging gold amulet of willpower (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Wil Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
wanderer's gold amulet of constitution (+4) wanderer's gold amulet of constitution (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +4 Dex / +5 Cun / +10 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Nimbusbloom the stralite amulet Nimbusbloom the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 lightning Changes resistances: +9% acid / +26% temporal / +12% light / +15% nature / +12% fire / +5% arcane / +3% lightning Pinning immunity: +29% Knockback immunity: +37% Light radius: +3 Amulets can have magical properties. |
grounding stralite amulet of constitution (+5) grounding stralite amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +18% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
stralite amulet 'Bregaran' stralite amulet 'Bregaran'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 acid Changes stats: +7 Dex / +5 Mag / +9 Cun / +9 Con Changes damage: +18% arcane / +9% temporal Life regen: +1.30 Stamina each turn: +1.20 Maximum mana: +80.00 Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Xilrakira' stralite amulet 'Xilrakira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +12 Fatigue: -9% Changes stats: +2 Cun / +3 Con Changes damage: +15% mind / +12% blight Life regen: +3.80 Equilibrium when hit: +0.16 Amulets can have magical properties. |
Cyruyatta the Oozequencher Cyruyatta the OozequencherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 26 arcane resource burn Changes resistances: +30% temporal / +5% physical / +6% arcane / +12% nature Changes resistances penetration: +25% nature Changes damage: +15% nature Mental save: +9 (+3 eff.) Poison immunity: +30% Pinning immunity: +44% Stun/Freeze immunity: +15% Knockback immunity: +41% Only die when reaching: -40.00 life Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered 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 (+9 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. |
Murkbringer MurkbringerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 20 nature / 12 blight Changes resistances: +6% blight / +14% physical Changes resistances penetration: +15% lightning / +20% nature / +26% blight Changes damage: +15% lightning Stamina each turn: +0.70 Amulets can have magical properties. |
clarifying voratun amulet of willpower (+5) clarifying voratun amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +22% mind Confusion immunity: +30% Amulets can have magical properties. |
restful voratun amulet of dexterity (+7) restful voratun amulet of dexterity (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex Life regen: +2.10 Amulets can have magical properties. |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +16 (+3 eff.) Changes stats: +15 Lck Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
serendipitous voratun amulet of strength (+20) serendipitous voratun amulet of strength (+20)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +20 Lck / +10 Str Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.40 Technique / Unarmed discipline) stabilizing voratun amulet of mastery (0.40 Technique / Unarmed discipline)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% temporal Talent mastery: +0.40 Technique / Unarmed discipline Pinning immunity: +40% Knockback immunity: +29% Amulets can have magical properties. |
starlit voratun amulet of cunning (+10) starlit voratun amulet of cunning (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +27% light / +30% darkness Blindness immunity: +50% Amulets can have magical properties. |
vitalizing voratun amulet vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Life regen: +1.40 Maximum life: +61.00 Amulets can have magical properties. |
voratun amulet 'Bethewen' voratun amulet 'Bethewen'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances penetration: +32% blight Changes damage: +12% blight Talent masteries: +0.40 Technique / Pugilism +0.40 Technique / Finishing moves Critical mult.: +15.00% Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +8 (+7 eff.) Damage Shield penetration: +20% Amulets can have magical properties. |
voratun amulet 'Bleakrip' voratun amulet 'Bleakrip'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Effects on melee hit: * 36% chance to inflict 15% damage reduction Changes stats: +5 Wil / +6 Con Changes resistances: +12% mind / +6% darkness Changes resistances cap: +6% all Changes damage: +12% darkness Grants telepathy: Dragon Physical save: +27 (+7 eff.) Infravision radius: +3 Amulets can have magical properties. |
voratun amulet 'Islesetira' voratun amulet 'Islesetira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +3 Str / +3 Mag Changes resistances: +6% physical Changes damage: +9% arcane / +18% blight Physical save: +12 (+3 eff.) Life regen: +4.50 Stamina each turn: +0.60 Healing mod.: +20% 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 9 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. |
Flashwilder FlashwilderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +25% fire Changes damage: +18% fire Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Rings can have magical properties. |
Xyta the Toxinfury Xyta the ToxinfuryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% light Changes resistances penetration: +20% nature Changes damage: +6% nature Mental save: +6 (+2 eff.) Confusion immunity: +20% Light radius: +1 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Gluriata the Burntickler Gluriata the BurnticklerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Stun/Freeze immunity: +24% Life regen: +2.10 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Toxinpall the steel ring Toxinpall the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% nature / +24% fire Changes damage: +12% fire / +12% nature / +18% darkness Rings can have magical properties. |
Bokulach the Ravenjeer Bokulach the RavenjeerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +5% arcane / +12% fire Changes resistances penetration: +25% darkness Critical mult.: +10.00% Spell save: +6 (+3 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 4.2 Power cost: 36 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 40% for 5 turns. Rings can have magical properties. |
Cuthuyador CuthuyadorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+4 eff.) Physical power: +8 (+1 eff.) Armour: +15 Changes stats: +11 Dex / +4 Con Maximum stamina: +15.00 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+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. |
Zeridas ZeridasInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +7 Wil Changes resistances: +6% temporal Changes damage: +18% temporal Mindpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
gold ring 'Cyredhetira' gold ring 'Cyredhetira'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +23 Changes stats: +7 Str Changes resistances: +6% acid / +12% light Mental save: +30 (+8 eff.) Knockback immunity: +45% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
gold ring 'Huradunahek' gold ring 'Huradunahek'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +9 Changes resistances: +18% fire / +15% mind / +15% darkness Changes damage: +15% mind Poison immunity: +25% Disarm immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +15% Rings can have magical properties. |
mule's gold ring of perseverance mule's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +26 Stun/Freeze immunity: +38% Life regen: +0.80 Rings can have magical properties. |
sneakthief's gold ring of clarity sneakthief's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +4 Cun / +6 Dex Mental save: +7 (+2 eff.) Confusion immunity: +34% Rings can have magical properties. |
Camechik CamechikCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +24 Changes stats: +4 Cun / +15 Str Changes resistances: +6% mind Changes damage: +3% mind Reduces incoming crit damage: 10.00% Disarm immunity: +33% Pinning immunity: +32% Knockback immunity: +28% Maximum life: +36.00 Rings can have magical properties. |
Emavena the stralite ring Emavena the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 mind / 4 blight Changes stats: +5 Con Changes resistances: +3% blight / +36% fire / +15% mind Changes damage: +18% fire Spell save: +17 (+7 eff.) Life regen: +1.40 Maximum life: +82.00 Maximum stamina: +22.00 Healing mod.: +25% Rings can have magical properties. |
Gayastir GayastirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +6 Cun / +5 Wil Changes damage: +9% mind Mental save: +25 (+7 eff.) Confusion immunity: +43% Psi when hit: +0.24 Rings can have magical properties. |
Glelle GlelleCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 arcane Changes resistances penetration: +10% blight / +10% temporal / +15% arcane Changes damage: +18% blight Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Rings can have magical properties. |
Porevena the stralite ring Porevena the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 arcane / 16 mind Changes damage: +21% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+3 eff.) Stun/Freeze immunity: +39% Life regen: +4.00 Mana when firing critical spell: +3.00 Mental crit. chance: +3% Rings can have magical properties. |
Ravenlord RavenlordInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Str / +8 Wil / +6 Cun Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +15% darkness Physical save: +30 (+8 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
amber ring amber ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Rings can have magical properties. |
solipsist's stralite ring of the mountain (+15%) solipsist's stralite ring of the mountain (+15%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +15% physical Changes damage: +15% physical Mindpower: +10 (+3 eff.) Rings can have magical properties. |
stralite ring 'Furnacequarry' stralite ring 'Furnacequarry'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 16 physical Changes resistances penetration: +15% fire / +25% physical Mental save: +43 (+11 eff.) Confusion immunity: +44% Only die when reaching: -60.00 life Rings can have magical properties. |
warrior's stralite ring warrior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Rings can have magical properties. |
warrior's stralite ring warrior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Rings can have magical properties. |
Belothra BelothraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Con Changes resistances: +12% cold Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Spell save: +20 (+8 eff.) Cut immunity: +10% Disarm immunity: +25% Confusion immunity: +10% Knockback immunity: +20% Maximum stamina: +40.00 Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 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. As long as you wear this ring, you will never forget who you are. |
Thunderhack ThunderhackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 26 temporal Changes resistances: +12% mind / +6% lightning Changes resistances penetration: +32% mind / +20% temporal Changes damage: +9% temporal Stun/Freeze immunity: +48% Life regen: +4.50 Rings can have magical properties. |
mule's voratun ring of fire (+30%) mule's voratun ring of fire (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +30% fire Changes damage: +15% fire Maximum encumbrance: +32 Rings can have magical properties. |
rogue's voratun ring of life rogue's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Life regen: +1.70 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
sneakthief's voratun ring of corrosion (+26%) sneakthief's voratun ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +7 Cun / +10 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +5 Wil Life regen: +1.90 Maximum life: +77.00 Mindpower: +14 (+4 eff.) Healing mod.: +23% Rings can have magical properties. |
titan's voratun ring of corrosion (+36%) titan's voratun ring of corrosion (+36%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +36% acid Changes damage: +18% acid Physical save: +12 (+3 eff.) Rings can have magical properties. |
voratun ring 'Alurin' voratun ring 'Alurin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to disease Changes stats: +8 Str / +10 Con Changes resistances: +36% acid / +6% nature / +38% lightning Changes resistances penetration: +15% acid Changes damage: +18% acid / +19% lightning Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Blindness immunity: +5% Disarm immunity: +5% Only die when reaching: -20.00 life Rings can have magical properties. |
voratun ring 'Armitorak' voratun ring 'Armitorak'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +15% darkness / +3% physical Maximum encumbrance: +36 Physical save: +38 (+10 eff.) Spell save: +9 (+4 eff.) Mental save: +30 (+8 eff.) Poison immunity: +25% Disarm immunity: +15% Stun/Freeze immunity: +15% Rings can have magical properties. |
voratun ring 'Chargewilter' voratun ring 'Chargewilter'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +20 (+3 eff.) Armour: +9 Changes resistances: +15% lightning / +5% physical Changes resistances penetration: +25% blight Changes damage: +9% blight / +8% all Critical mult.: +9.00% Only die when reaching: -60.00 life Spellpower: +20 (+13 eff.) Mindpower: +18 (+5 eff.) Rings can have magical properties. |
voratun ring of clarity voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +13 (+4 eff.) Confusion immunity: +34% Rings can have magical properties. |
voratun ring of fire (+34%) voratun ring of fire (+34%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +34% fire Changes damage: +17% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. bloodlich's elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)bloodlich's elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +11 (+2 eff.) Changes stats: +9 Mag / +9 Cun / +9 Con Maximum wards: +3 acid Changes damage: +25% acid Talents granted: +1 Command Staff +5 Ward Critical mult.: +26.00% Vim when firing critical spell: +7.00 Maximum vim: +44.00 Maximum neg.energy: +44.00 Spellpower: +12 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Emoyanne the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Emoyanne the dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +9 Defense: +17 (+3 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 11 % chance of confusion Changes resistances: +3% acid / +6% cold / +3% light Changes resistances penetration: +15% mind Changes damage: +30% darkness Talent granted: +1 Command Staff Spell save: +6 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +5% Teleport immunity: +10% Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +28 (+17 eff.) Spell crit. chance: +9% Damage Shield penetration: +50% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 47.69 to 57.22 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Undeathriver the dragonbone magestaff (30-36 power, 6 apr, fire element)Undeathriver the dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Crafted by a master 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 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 physical When wielded/worn: Armour penetration: +6 Physical crit. chance: +11.0% Physical power: +8 (+1 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 48% Changes resistances: +15% temporal Changes damage: +30% fire / +21% physical Talent granted: +1 Command Staff Critical mult.: +20.00% Spell save: +9 (+4 eff.) Blindness immunity: +20% Disease immunity: +15% Spellpower: +15 (+11 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. cruel dragonbone magestaff (30-36 power, 6 apr, arcane element)cruel dragonbone magestaff (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Crafted by a master 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+11 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. cruel dragonbone starstaff of projection (30-36 power, 6 apr, physical element)cruel dragonbone starstaff of projection (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +20 (+13 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 47.69 to 57.22 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Glittervein' (30-36 power, 6 apr, blight element)dragonbone vilestaff 'Glittervein' (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +16 light When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +2 Mag / +4 Wil / +3 Cun / +6 Con Changes resistances: +15% light Changes resistances penetration: +25% light Changes damage: +30% blight Talent granted: +1 Command Staff Physical save: +13 (+4 eff.) Spell save: +15 (+6 eff.) Mental save: +15 (+4 eff.) Spellpower: +15 (+11 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element)surging dragonbone starstaff of invocation (30-36 power, 6 apr, temporal 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 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +21 Spellpower: +23 (+15 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 47.69 to 57.22 temporal damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Gata (66.5-99.75 power, 4 apr)Gata (66.5-99.75 power, 4 apr) Requires: - Strength 48 Infused by nature 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 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40 arcane resource burn Damage Shield penetration (this weapon only): +30% Damage (Melee): +80 insidious poison Burst (radius 2) on crit: +24 physical When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +12 Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Dex Changes resistances: +12% nature Changes resistances penetration: +10% physical Critical mult.: +9.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic voratun greatmaul of phasing (63.5-95.25 power, 18 apr)acidic voratun greatmaul of phasing (63.5-95.25 power, 18 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +80% Damage (Melee): +28 acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul (71.5-107.25 power, 4 apr)voratun greatmaul (71.5-107.25 power, 4 apr) Requires: - Strength 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.5 - 107.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful stralite greatsword of crippling (47.5-76 power, 3 apr)hateful stralite greatsword of crippling (47.5-76 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +23 darkness Damage against: +24% Living When wielded/worn: Physical crit. chance: +19.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic voratun greatsword of massacre (81-129.6 power, 4 apr)acidic voratun greatsword of massacre (81-129.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword 'Hettagosta' (62.5-100 power, 4 apr)voratun greatsword 'Hettagosta' (62.5-100 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) Damage (Melee): +42 cold When wielded/worn: Physical power: +21 (+3 eff.) Effects on melee hit: * 26% chance to disease Changes stats: +10 Con Changes resistances: +12% fire / +6% arcane / +6% mind Changes resistances penetration: +21% physical Physical save: +9 (+3 eff.) Spell save: +20 (+8 eff.) Disarm immunity: +36% Teleport immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling orichalcum trident of vileness (53.5-85.6 power, 16 apr)chilling orichalcum trident of vileness (53.5-85.6 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 41% chance to disease Damage (Melee): +28 blight / +37 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level. Chiyon the Gleamblight (42.5-59.5 power, 6 apr)Chiyon the Gleamblight (42.5-59.5 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to blind Damage (Melee): +20 temporal / +18 nature When wielded/worn: Changes stats: +3 Wil / +4 Con Changes resistances: +21% blight Changes damage: +9% light Reduces incoming crit damage: 19.00% See invisible: +27 Sharp, long, and deadly. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level. caustic voratun longsword of purging (41-57.4 power, 6 apr)caustic voratun longsword of purging (41-57.4 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 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 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 32% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Changes resistances penetration: +13% acid Life regen: +2.40 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. insidious voratun longsword of erosion (42-58.8 power, 6 apr)insidious voratun longsword of erosion (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +58 insidious poison / +20 temporal / +20 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun longsword of massacre (53.5-74.9 power, 6 apr)warbringer's voratun longsword of massacre (53.5-74.9 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +14% physical Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Eremarach the Obsidianseam (40.5-56.7 power, 6 apr)Eremarach the Obsidianseam (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 64% chance to disease Damage (Melee): +15 temporal / +18 nature Burst (radius 1) on hit: +20 darkness When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn * 32% chance to disease Damage when hit (Melee): 16 mind / 16 lightning Changes resistances: +15% darkness / +12% blight Changes resistances penetration: +20% mind Changes damage: +9% darkness / +9% mind One-handed war axes. |
This item will automatically be transmogrified when you leave the level. balanced voratun waraxe of vileness (41.5-58.1 power, 6 apr)balanced voratun waraxe of vileness (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 29% chance to disease Damage (Melee): +30 blight When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +14 (+2 eff.) Disarm immunity: +50% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Xessra' (40.5-56.7 power, 6 apr)voratun waraxe 'Xessra' (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 cold / +8 temporal Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances penetration: +25% temporal Mental save: +51 (+13 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. creative living mindstar (16.5-18.15 power, 40 apr, nature damage)creative living mindstar (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun Critical mult.: +25.00% Mindpower: +10 (+3 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. |
This item will automatically be transmogrified when you leave the level. dragonbone longbow of naturedragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature 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): +53 nature When wielded/worn: Changes resistances: +14% all Changes resistances penetration: +20% nature Longbows are used to shoot arrows at your foes. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 50% Str, 60% Dex Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
This item will automatically be transmogrified when you leave the level. arcing quiver of dragonbone arrows (21/21, 53.5-74.9 power, 18 apr)arcing quiver of dragonbone arrows (21/21, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +18 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows 'Naturevein' (22/22, 55.5-77.7 power, 20 apr)quiver of dragonbone arrows 'Naturevein' (22/22, 55.5-77.7 power, 20 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +5.0% Capacity: 22 On weapon hit: * 64% chance to cause random gloom * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +16 light Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +32 nature When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental pouch of voratun shots (18/18, 55-66 power, 6 apr)elemental pouch of voratun shots (18/18, 55-66 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 18 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Sootrupture (12 def, 3 armour, 194.5 block)Sootrupture (12 def, 3 armour, 194.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 32 fire Changes resistances: +21% darkness / +30% fire Changes resistances penetration: +10% fire Changes damage: +12% blight / +6% acid Talent granted: +5 Block Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level. Turytogorn the Dusksin (12 def, 3 armour, 217 block)Turytogorn the Dusksin (12 def, 3 armour, 217 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 30 lightning Changes resistances: +8% arcane Changes resistances penetration: +10% darkness Changes damage: +15% darkness Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. deflecting voratun shield of lightning resistance (+26%) (26 def, 3 armour, 185 block)deflecting voratun shield of lightning resistance (+26%) (26 def, 3 armour, 185 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +26 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +26% lightning Talent granted: +5 Block Deflect projectiles away: +16% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. spellwoven silk robe of power (3 def, 0 armour)spellwoven silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes damage: +17% all Spell save: +27 (+10 eff.) Spellpower: +23 (+15 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of power (5 def, 0 armour)dispeller's 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 (+1 eff.) Changes resistances: +12% lightning / +11% darkness / +12% blight / +12% fire / +12% light / +12% cold Changes damage: +20% all Physical save: +20 (+5 eff.) Spell save: +40 (+15 eff.) Mental save: +20 (+6 eff.) Spellpower: +20 (+13 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Mardeneg the cured leather armour (2 def, 4 armour) Mardeneg the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +1 Mag / +1 Wil / +2 Cun Changes resistances: +17% lightning / +3% temporal Changes resistances penetration: +5% temporal Life regen: +2.30 Maximum life: +89.00 Healing mod.: +23% A suit of armour made of leather. |
reinforced leather armour 'Xenn' (13 def, 20 armour) reinforced leather armour 'Xenn' (13 def, 20 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +20 Defense: +13 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes stats: +4 Con Changes resistances: +26% physical / +19% fire Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Maximum stamina: +10.00 A suit of armour made of leather. |
Glalranne (5 def, 8 armour) Glalranne (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 mind Changes resistances: +9% lightning / +9% cold / +12% light / +12% physical Reduces incoming crit damage: 15.00% Physical save: +24 (+6 eff.) Spell save: +30 (+11 eff.) Teleport immunity: +30% A suit of armour made of leather. |
Olidrasamas the Woewell (15 def, 17 armour) Olidrasamas the Woewell (15 def, 17 armour)Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +15 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 16 nature / 20 physical Changes stats: +2 Cun / +2 Wil Changes resistances: +15% blight / +11% nature / +9% darkness Changes resistances penetration: +5% mind Reduced damage from: +12% Unnatural Mental save: +13 (+4 eff.) Maximum psi: +10.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Toknor (5 def, 8 armour)drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +17.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour of cold resistance (5 def, 8 armour)enlightening drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +7 Cun / +9 Wil Changes resistances: +30% cold Mental save: +24 (+7 eff.) A suit of armour made of leather. |
multi-hued drakeskin leather armour of delving (5 def, 8 armour) multi-hued drakeskin leather armour of delving (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +6 Str Changes resistances: +18% acid / +26% physical / +17% darkness / +14% cold / +13% fire / +11% lightning Mindpower: +10 (+3 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
volcanic drakeskin leather armour of acid resistance (5 def, 19 armour) volcanic drakeskin leather armour of acid resistance (5 def, 19 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +24% acid / +24% fire / +21% physical A suit of armour made of leather. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of Eyal (5 def, 10 armour)radiant voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Life regen: +3.80 Maximum life: +100.00 Light radius: +2 Healing mod.: +21% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour 'Adymira' (5 def, 10 armour)voratun mail armour 'Adymira' (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 26 blight / 8 mind Changes stats: +7 Mag / +3 Wil / +3 Con Changes resistances: +10% arcane / +15% mind Changes damage: +15% blight Spell save: +21 (+8 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of command (24 def, 23 armour)voratun plate armour of command (24 def, 23 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +24 (+4 eff.) Fatigue: +26% Changes stats: +6 Cun Mental save: +20 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of natural resilience (9 def, 16 armour)voratun plate armour of natural resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Changes resistances: +19% nature / +20% blight Reduced damage from: +14% Unnatural A suit of armour made of metal plates. |
Adydheba the Sparkseam Adydheba the SparkseamInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +12% acid / +9% lightning Maximum life: +31.00 A belt that goes around your waist. |
Daimegund the Dazzlewire Daimegund the DazzlewireCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +2 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +3% light Changes damage: +12% physical Spell save: +6 (+3 eff.) Healing mod.: +15% Size category: +1 A belt that goes around your waist. |
Lustrewarden the rough leather belt Lustrewarden the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 16 fire Changes resistances penetration: +15% light Changes damage: +9% fire Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Xivea the rough leather belt Xivea the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind / 12 physical Changes stats: +2 Con Changes damage: +3% physical Critical mult.: +6.00% Life regen: +0.80 Maximum life: +10.00 Healing mod.: +10% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Glittershaper the hardened leather belt Glittershaper the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 16 light Changes resistances: +15% lightning / +12% mind / +9% light Changes damage: +9% light Reduces incoming crit damage: 10.00% Disease immunity: +20% Silence immunity: +10% Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. |
Kathad KathadInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +15% blight / +3% physical Physical save: +10 (+3 eff.) Silence immunity: +30% Stun/Freeze immunity: +15% Teleport immunity: +10% Mindpower: +7 (+2 eff.) A belt that goes around your waist. |
Ce'Niserin Ce'NiserinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +10 Defense: +15 (+3 eff.) Changes resistances: +12% light Critical mult.: +12.00% Physical save: +18 (+5 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +5% Disease immunity: +10% Pinning immunity: +15% Life regen: +2.70 Healing mod.: +30% A belt that goes around your waist. |
NOTE: Anit Summon Belt Dourpride the drakeskin leather beltDourpride the drakeskin leather belt Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +15 Dex / +12 Cun / +4 Con / +20 Lck Changes resistances: +6% arcane Changes resistances penetration: +15% darkness Changes damage: +9% darkness Reduced damage from: +45% Summoned Reduces incoming crit damage: 10.00% Trap disarming bonus: +59 Stealth bonus: +27 Spell save: +6 (+3 eff.) Light radius: +1 Infravision radius: +12 A belt that goes around your waist. |
Hathechak HathechakInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +24 Changes stats: +4 Dex Physical save: +18 (+5 eff.) Life regen: +3.20 Healing mod.: +45% A belt that goes around your waist. |
linen cloak 'Rhychak' (10 def, 0 armour) linen cloak 'Rhychak' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +9% fire Changes resistances penetration: +5% physical Life regen: +0.20 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islawyn (8 def, 9 armour) Islawyn (8 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +8 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +16% blight / +9% temporal / +16% nature / +6% darkness Critical mult.: +10.00% Disarm immunity: +15% Knockback immunity: +15% Life regen: +2.20 Healing mod.: +22% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Isubreth' (2 def, 0 armour) cashmere cloak 'Isubreth' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 blight Changes stats: +4 Cun / +4 Wil Changes resistances: +20% blight Changes damage: +9% blight / +6% acid Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
This item will automatically be transmogrified when you leave the level. Urelach the Shadepain (3 def, 0 armour)Urelach the Shadepain (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 48% chance to inflict 15% damage reduction Changes stats: +5 Wil Changes resistances: +9% cold / +12% temporal / +21% mind / +9% fire Changes damage: +9% mind Grants telepathy: Humanoid/Orc Spell save: +12 (+5 eff.) Knockback immunity: +20% Maximum life: +60.00 Mindpower: +8 (+2 eff.) 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 implacability (3 def, 0 armour) shadow elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +20% darkness Changes resistances penetration: +16% darkness Changes damage: +13% darkness Stealth bonus: +18 Physical save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of fog (11 def, 0 armour) wyrmwaxed elven-silk cloak of fog (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Changes resistances: +8% acid / +19% light / +33% fire / +9% lightning / +7% cold Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
Arthendil the pair of hardened leather boots (0 def, 10 armour) Arthendil the pair of hardened leather boots (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: -1% Changes stats: +4 Str / +4 Dex Changes damage: +12% mind Reduces incoming crit damage: 15.00% Light radius: +2 Infravision radius: +2 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. Neretta (12 def, 12 armour)Neretta (12 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +5% Changes stats: +5 Dex Changes resistances: +15% acid / +18% darkness / +15% fire / +15% lightning / +15% cold Changes damage: +9% acid Reduces incoming crit damage: 24.00% Spell save: +9 (+4 eff.) Blindness immunity: +15% Poison immunity: +35% Disease immunity: +20% Disarm immunity: +20% Infravision radius: +3 See invisible: +18 A pair of boots made of leather. |
Turatir (0 def, 5 armour) Turatir (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str Changes resistances: +15% lightning / +14% temporal / +9% darkness / +9% blight / +6% nature Critical mult.: +9.00% Confusion immunity: +10% Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour)eldritch pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +6 Wil / +6 Mag Mana each turn: +0.42 Maximum mana: +53.00 Spell crit. chance: +5% A pair of boots made of leather. |
pair of drakeskin leather boots 'Cloudwisp' (10 def, 5 armour) pair of drakeskin leather boots 'Cloudwisp' (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -8% Changes stats: +5 Dex / +5 Cun / +6 Con Changes resistances: +18% lightning Physical save: +25 (+7 eff.) Mental save: +22 (+6 eff.) Stamina each turn: +0.90 Maximum life: +55.00 Mental crit. chance: +3% Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of strife (0 def, 5 armour)pair of drakeskin leather boots of strife (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil / +5 Con Changes resistances penetration: +10% physical Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Bokisus the pair of iron boots (0 def, 8 armour) Bokisus the pair of iron boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +8 Fatigue: +2% Changes stats: +3 Dex / +4 Wil Changes resistances penetration: +20% physical Physical save: +30 (+8 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nifast (0 def, 12 armour) Nifast (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +12 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Poison immunity: +20% Disarm immunity: +15% Confusion immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Splendourprophet the pair of iron boots (0 def, 3 armour) Splendourprophet the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 light Changes resistances: +6% mind Mental save: +9 (+3 eff.) Blindness immunity: +20% Disarm immunity: +5% Stun/Freeze immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unroregodar the Airburst (0 def, 3 armour) Unroregodar the Airburst (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes resistances: +27% lightning Changes resistances penetration: +15% lightning / +7% physical Changes damage: +15% arcane / +9% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brightraven the pair of dwarven-steel boots (0 def, 4 armour) Brightraven the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Cun / +3 Con Changes resistances: +15% light / +3% mind Physical save: +17 (+5 eff.) Mental save: +17 (+5 eff.) Stamina each turn: +1.30 Maximum life: +43.00 Maximum stamina: +23.00 Light radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvida the pair of dwarven-steel boots (0 def, 4 armour) Yvida the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Str / +4 Dex / +2 Cun Changes resistances: +9% blight / +8% fire / +5% cold / +15% acid Reduces incoming crit damage: 10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethymikira the Pussmasher (0 def, 14 armour) Bethymikira the Pussmasher (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +14 Fatigue: +4% Changes stats: +2 Str / +3 Dex / +3 Con Changes resistances: +9% nature Grants telepathy: Demon/Minor Demon/Major Stamina each turn: +1.10 Maximum stamina: +28.00 Light radius: +3 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkmistress (8 def, 5 armour) Murkmistress (8 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 20 darkness Changes stats: +5 Wil / +5 Cun / +11 Con Changes resistances: +12% acid Changes resistances penetration: +20% darkness / +9% physical Changes damage: +6% acid Physical save: +23 (+6 eff.) Mental save: +22 (+6 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 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 43 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Neronor the Abysswhisper (10 def, 11 armour)Neronor the Abysswhisper (10 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 20 fire Changes stats: +3 Str / +2 Dex / +2 Cun Changes resistances: +6% fire Changes damage: +12% fire Critical mult.: +20.00% Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+5 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+8 eff.) It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 3.0 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 131.71 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Windwitch' (0 def, 43 armour)pair of voratun boots 'Windwitch' (0 def, 43 armour) Requires: - Talent Heavy 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: +43 Fatigue: +4% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature Changes resistances: +9% lightning Changes damage: +18% nature Reduces incoming crit damage: 24.00% Spell save: +39 (+14 eff.) Mental save: +48 (+13 eff.) Pinning immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 77.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ebonythorn (0 def, 7 armour) Ebonythorn (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 24 acid Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +15% acid Changes resistances penetration: +15% mind Changes damage: +24% acid / +9% mind / +6% darkness Mental save: +12 (+4 eff.) Maximum life: +66.00 When used to modify unarmed attacks: Base power: 30.5 - 33.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Acid Breath (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +26 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glath (0 def, 8 armour) Glath (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +8 Damage when hit (Melee): 8 arcane Changes stats: +1 Dex / +5 Con Changes resistances penetration: +10% arcane Critical mult.: +5.00% Physical save: +39 (+10 eff.) Spell save: +8 (+4 eff.) Mental save: +48 (+13 eff.) Disarm immunity: +99% Maximum life: +79.00 Heals friendly targets nearby when you use a nature summon: +20 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +21 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm drakeskin leather gloves of strength (+5) (0 def, 3 armour) storm drakeskin leather gloves of strength (+5) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Damage (Melee): 6 lightning Changes stats: +5 Str Changes resistances: +7% lightning Changes damage: +6% lightning When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 5). Burst (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Sulfurwasp (0 def, 2 armour) Sulfurwasp (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +3 Str Changes resistances: +3% nature Changes resistances penetration: +15% nature / +10% mind Changes damage: +6% mind When used to modify unarmed attacks: Base power: 23.5 - 32.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * Slows global speed by 40% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of strength (+3) (0 def, 6 armour) heroic dwarven-steel gauntlets of strength (+3) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Mental save: +7 (+2 eff.) Maximum life: +57.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Lisomithra (0 def, 3 armour)Lisomithra (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * Slows global speed by 39% Damage (Melee): 15 cold Changes stats: +7 Str / +2 Mag / +2 Cun Changes resistances: +12% blight / +22% cold / +12% lightning Changes damage: +11% cold Spell save: +9 (+4 eff.) When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). Burst (radius 2) on crit: +15 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+6 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 158.10 arcane damage and stunned), costing 90 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
cinder voratun gauntlets (0 def, 3 armour) cinder voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes resistances: +6% fire Changes damage: +8% fire When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +10 fire Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of dexterity (+6) (0 def, 3 armour)voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+3 eff.) Armour: +3 Changes stats: +6 Dex When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+8 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk wizard hat of fire (+24%) (3 def, 0 armour)mindwoven elven-silk wizard hat of fire (+24%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +24% fire Changes damage: +16% fire Psi each turn: +0.39 Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 1.8 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Nimbusfist (0 def, 3 armour) Nimbusfist (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +7 Dex Changes resistances: +15% blight / +12% lightning Changes resistances penetration: +20% blight Changes damage: +12% lightning A cap made of leather. |
Scabmark the hardened leather cap (0 def, 3 armour) Scabmark the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +14 Str / +3 Dex / +3 Cun / +4 Con Changes resistances: -24% light Changes damage: +6% nature Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Life regen: +4.80 Maximum hate: +4.00 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 882.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Sewerbender the hardened leather cap (0 def, 3 armour) Sewerbender the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature / 8 acid Changes stats: +8 Lck Changes resistances: +12% nature Changes resistances penetration: +15% nature Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
Sunwyrd the hardened leather cap (6 def, 9 armour) Sunwyrd the hardened leather cap (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +3 Str Changes resistances: +5% all Changes damage: +9% fire Physical save: +7 (+2 eff.) Maximum life: +70.00 Maximum stamina: +20.00 A cap made of leather. |
Tuleldil (0 def, 3 armour) Tuleldil (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 physical Changes stats: +2 Str Changes resistances: +15% blight / +15% light / +21% darkness Changes damage: +15% physical Maximum life: +20.00 A cap made of leather. |
Voidquill (0 def, 3 armour) Voidquill (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold / +12% fire Changes resistances penetration: +20% darkness Allows you to breathe in: water Mental save: +30 (+8 eff.) Poison immunity: +15% Cut immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Aryth the drakeskin leather cap (9 def, 5 armour) Aryth the drakeskin leather cap (9 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes resistances: +2% physical / +12% darkness / +6% blight / +9% cold / +25% mind / +15% temporal Mental save: +29 (+8 eff.) Disarm immunity: +25% Confusion immunity: +50% Stun/Freeze immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Zuburida the Kindletorrent (0 def, 5 armour) Zuburida the Kindletorrent (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +5 Str / +4 Dex / +3 Mag / +2 Wil / +6 Cun Changes resistances: +14% nature Changes resistances penetration: +10% fire Grants telepathy: Humanoid/Orc Spell save: +10 (+5 eff.) Maximum life: +110.00 Healing mod.: +23% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 882.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap of might (0 def, 5 armour)drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +4 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of constitution (+8) (0 def, 5 armour)prismatic drakeskin leather cap of constitution (+8) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Con Changes resistances: +18% light / +15% darkness A cap made of leather. |
Spiderworth (0 def, 3 armour) Spiderworth (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 20 darkness Changes resistances: +9% nature / +7% cold Changes resistances penetration: +10% nature Changes damage: +3% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Flameire (0 def, 4 armour) Flameire (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 mind Changes resistances: +11% blight / +9% fire / +11% nature / +15% mind Changes resistances penetration: +15% fire Changes damage: +15% mind / +24% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Nightsin' (0 def, 4 armour) dwarven-steel helm 'Nightsin' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 acid Changes resistances: +30% acid / +17% cold / +9% darkness Changes resistances penetration: +10% acid Changes damage: +15% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 41 power out of 45/45) : Effective talent level: 3.0 Power cost: 41 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 263.57 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Eilinarin (0 def, 5 armour) Eilinarin (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 temporal Changes stats: +7 Dex / +2 Wil / +1 Con Changes resistances: +18% mind / +23% darkness Changes damage: +9% temporal Grants telepathy: Dragon Mental save: +27 (+7 eff.) Confusion immunity: +47% Stamina when hit: +3.00 Equilibrium when hit: +2.70 Light radius: +3 Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hellwolf (0 def, 14 armour) Hellwolf (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +15% acid / +9% fire / +40% darkness / +5% arcane Mental save: +43 (+11 eff.) Blindness immunity: +25% Teleport immunity: +15% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed voratun helm of fortune (0 def, 5 armour) bladed voratun helm of fortune (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +12 Lck / +4 Str Spell crit. chance: +5% Mental crit. chance: +6% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 882.2 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. 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. cleansing voratun helm of dexterity (+10) (0 def, 5 armour)cleansing voratun helm of dexterity (+10) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +15% nature / +15% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 bloodstone 17 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 fire opal 24 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. |
17 diamond 17 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 pearl 16 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3229 alchemist agate 3229 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Zubonn ZubonnInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +6% acid / +1% physical / +9% cold / +5% arcane / +3% temporal Physical save: +6 (+2 eff.) Stun/Freeze immunity: +15% Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 300.90 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Xoridabeth XoridabethInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Mag / +8 Wil / +1 Con Changes resistances: +5% blight Changes damage: +6% mind Reduces incoming crit damage: 10.00% Mental save: +7 (+2 eff.) Life regen: +1.30 Light radius: +3 See stealth: +14 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Getoyasta' alchemist's lamp 'Getoyasta'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +9 Damage when hit (Melee): 16 physical Changes stats: +4 Str Changes resistances penetration: +25% physical Stamina each turn: +1.00 Light radius: +7 Healing mod.: +35% A normal brass lantern, enhanced by alchemy to make it brighter. |
Chargepierce ChargepierceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 blight Changes stats: +2 Str / +2 Mag / +3 Cun / +4 Con Changes resistances penetration: +15% all Changes damage: +15% blight / +12% lightning Critical mult.: +20.00% Light radius: +6 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. scorching dwarven lantern of the moonsscorching dwarven lantern of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 29 fire Changes resistances: +15% light / +10% fire Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 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 67.99 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (106 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Daimyndur the iron pickaxe (dig speed 19 turns) Daimyndur the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +2 Dex Changes resistances: +18% acid Changes resistances penetration: +25% acid Maximum life: +22.00 Maximum stamina: +16.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Kindlesage (dig speed 20 turns) Kindlesage (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Str Changes resistances: +20% light Changes resistances penetration: +12% physical / +15% light / +20% fire Changes damage: +12% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Wretchblow (dig speed 30 turns) Wretchblow (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes stats: +2 Cun / +1 Str Changes resistances: +9% nature Changes damage: +15% nature / +6% acid Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cystbraze (dig speed 16 turns) Cystbraze (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +2 Str Changes resistances: +12% mind Changes resistances penetration: +5% mind / +14% physical Changes damage: +18% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Malytir the dwarven-steel pickaxe (dig speed 28 turns) Malytir the dwarven-steel pickaxe (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Armour: +15 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str Changes resistances: +13% nature Changes resistances penetration: +10% physical Changes damage: +8% nature / +12% physical Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Ulfogorn' (dig speed 16 turns) dwarven-steel pickaxe 'Ulfogorn' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +12 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str Changes resistances: +2% physical / +6% temporal Physical save: +15 (+4 eff.) Maximum life: +32.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Windwrack the voratun pickaxe (dig speed 18 turns) Windwrack the voratun pickaxe (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Armour: +9 Defense: +14 (+2 eff.) Ranged Defense: +14 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +18 Str / +9 Wil Changes resistances: +15% nature / +3% physical Changes damage: +6% physical Stamina each turn: +0.80 Maximum life: +20.00 Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Arcoath' (dig speed 19 turns) voratun pickaxe 'Arcoath' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +12 Str / +5 Dex / +6 Mag Infravision radius: +3 See invisible: +24 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 4.2 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +90 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. |
voratun pickaxe of deeplife (dig speed 19 turns) voratun pickaxe of deeplife (dig speed 19 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 340.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Arorion the stralite torque of psychoportation [power 51] (27/27 cooldown) Arorion the stralite torque of psychoportation [power 51] (27/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Con Changes resistances: +4% physical Changes damage: +21% physical Talent granted: +5 Telekinetic Blast Maximum life: +20.00 Infravision radius: +3 Healing mod.: +20% It can be used to teleport randomly (rad 51), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzleire the stralite torque of mindblast [power 301] (27/6 cooldown) Dazzleire the stralite torque of mindblast [power 301] (27/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +18 Defense: +9 (+1 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% light Changes damage: +18% arcane Poison immunity: +30% Cut immunity: +20% Pinning immunity: +25% Stun/Freeze immunity: +15% It can be used to fire a blast of psionic energies in a range 8 beam dealing 153.51 to 307.02 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Emelomith the voratun torque of thermal psionic shield [power 141] (27/18 cooldown) Emelomith the voratun torque of thermal psionic shield [power 141] (27/18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +3.0% Armour: +9 Effects on melee hit: * 10% chance to disease Changes resistances: +5% arcane / +1% physical Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +15% blight / +15% physical Talent cooldown: Silence (-1 turn) Talents granted: +3 Silence +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 141 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Lorakor the voratun torque of psychoportation [power 49] (27/27 cooldown) Lorakor the voratun torque of psychoportation [power 49] (27/27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +9 Changes stats: +2 Dex Changes resistances: +6% mind / +3% lightning Maximum wards: +3 physical / +3 mind / +4 darkness Talent granted: +1 Ward Cut immunity: +20% See invisible: +3 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Eclipsebraid the ash totem of thorny skin [power 33] (27/18 cooldown) Eclipsebraid the ash totem of thorny skin [power 33] (27/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Wil Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +4 (+4 eff.) Damage Shield penetration: +20% It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Xyvea the ash totem of thorny skin [power 29] (27/18 cooldown) Xyvea the ash totem of thorny skin [power 29] (27/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% acid / +6% cold / +15% temporal Spell save: +20 (+8 eff.) It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Ce'Navea' [power 32] (27/18 cooldown) ash totem of thorny skin 'Ce'Navea' [power 32] (27/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +27% acid / +9% light / +6% fire / +5% arcane / +15% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +15 (+6 eff.) It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Xerylaith [power 3] (27/9 cooldown) Xerylaith [power 3] (27/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Changes stats: +4 Str Changes resistances: +15% blight Life regen: +1.20 Maximum stamina: +25.00 Healing mod.: +15% It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of thorny skin [power 44] (27/18 cooldown) natural yew totem of thorny skin [power 44] (27/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Shockransom the elven-wood totem of cure ailments [power 3] (27/9 cooldown) Shockransom the elven-wood totem of cure ailments [power 3] (27/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 8 lightning Changes resistances: +30% lightning Changes damage: +9% acid / +12% lightning Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
NOTE: +90 AC Beloyatta the dragonbone totem of thorny skin [power 90] (27/18 cooldown)Beloyatta the dragonbone totem of thorny skin [power 90] (27/18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -14% Changes stats: +4 Mag / +2 Wil / +3 Con Maximum wards: +5 acid / +4 nature / +5 light Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.32 Maximum psi: +20.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Glimmerknave [power 4] (27/9 cooldown) Glimmerknave [power 4] (27/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 20 light Changes resistances: +3% acid / +6% cold / +9% temporal Maximum wards: +4 acid / +4 nature / +5 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws Spell save: +9 (+4 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+8 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Voronn [power 4] (27/9 cooldown) Voronn [power 4] (27/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +12% blight Maximum wards: +4 acid / +4 nature / +3 light Changes resistances penetration: +10% arcane Talent granted: +1 Ward It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Xoda the dragonbone totem of cure ailments [power 5] (27/9 cooldown) Xoda the dragonbone totem of cure ailments [power 5] (27/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +15 Damage when hit (Melee): 21 blight Changes resistances: +9% temporal Reduces incoming crit damage: 15.00% Spell save: +30 (+11 eff.) Silence immunity: +10% Pinning immunity: +10% It can be used to remove up to 5 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 79] (27/18 cooldown) tentacled dragonbone totem of thorny skin [power 79] (27/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. webbed dragonbone totem of thorny skin [power 89] (27/18 cooldown)webbed dragonbone totem of thorny skin [power 89] (27/18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +4 Lay Web It can be used to harden the skin for 7 turns increasing armour by 89 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By QWER the Cornac Brawler level 40
21st Dusk 123rd year of Ascendancy at 20:51 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By QWER the Cornac Brawler level 49
69th Haze 123rd year of Ascendancy at 17:40 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By QWER the Cornac Brawler level 32
20th Regrowth 123rd year of Ascendancy at 05:02 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By QWER the Cornac Brawler level 40
24th Dusk 123rd year of Ascendancy at 05:25 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By QWER the Cornac Brawler level 45
47th Dusk 123rd year of Ascendancy at 03:12 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By QWER the Cornac Brawler level 50
74th Haze 123rd year of Ascendancy at 13:36 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By QWER the Cornac Brawler level 50
29th Dusk 124th year of Ascendancy at 01:26 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By QWER the Cornac Brawler level 43
42nd Dusk 123rd year of Ascendancy at 05:57 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By QWER the Cornac Brawler level 50
19th Pyre 124th year of Ascendancy at 23:11 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By QWER the Cornac Brawler level 15
39th Dusk 122nd year of Ascendancy at 15:57 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By QWER the Cornac Brawler level 46
59th Dusk 123rd year of Ascendancy at 23:54 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By QWER the Cornac Brawler level 42
37th Dusk 123rd year of Ascendancy at 19:33 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By QWER the Cornac Brawler level 50
1st Mirth 124th year of Ascendancy at 01:12 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By QWER the Cornac Brawler level 36
49th Regrowth 123rd year of Ascendancy at 13:14 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By QWER the Cornac Brawler level 23
51st Haze 122nd year of Ascendancy at 18:37 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By QWER the Cornac Brawler level 36
79th Regrowth 123rd year of Ascendancy at 09:47 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By QWER the Cornac Brawler level 46
60th Dusk 123rd year of Ascendancy at 02:59 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By QWER the Cornac Brawler level 50
22nd Haze 124th year of Ascendancy at 07:10 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By QWER the Cornac Brawler level 50
68th Pyre 124th year of Ascendancy at 14:52 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By QWER the Cornac Brawler level 50
74th Haze 123rd year of Ascendancy at 23:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By QWER the Cornac Brawler level 10
5th Dusk 122nd year of Ascendancy at 18:55 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By QWER the Cornac Brawler level 20
32nd Haze 122nd year of Ascendancy at 06:16 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By QWER the Cornac Brawler level 30
15th Regrowth 123rd year of Ascendancy at 14:38 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By QWER the Cornac Brawler level 40
8th Dusk 123rd year of Ascendancy at 14:34 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By QWER the Cornac Brawler level 50
71st Haze 123rd year of Ascendancy at 06:40 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By QWER the Cornac Brawler level 50
20th Regrowth 124th year of Ascendancy at 13:40 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By QWER the Cornac Brawler level 50
40th Dusk 124th year of Ascendancy at 12:56 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By QWER the Cornac Brawler level 50
4th Regrowth 124th year of Ascendancy at 21:54 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By QWER the Cornac Brawler level 50
46th Pyre 124th year of Ascendancy at 23:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By QWER the Cornac Brawler level 30
18th Regrowth 123rd year of Ascendancy at 11:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By QWER the Cornac Brawler level 16
20th Haze 122nd year of Ascendancy at 08:19 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By QWER the Cornac Brawler level 42
37th Dusk 123rd year of Ascendancy at 21:10 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By QWER the Cornac Brawler level 33
42nd Regrowth 123rd year of Ascendancy at 11:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By QWER the Cornac Brawler level 9
3rd Dusk 122nd year of Ascendancy at 07:58 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By QWER the Cornac Brawler level 50
20th Regrowth 124th year of Ascendancy at 19:07 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By QWER the Cornac Brawler level 37
42nd Pyre 123rd year of Ascendancy at 18:34 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By QWER the Cornac Brawler level 50
17th Regrowth 124th year of Ascendancy at 22:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By QWER the Cornac Brawler level 11
8th Dusk 122nd year of Ascendancy at 17:43 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By QWER the Cornac Brawler level 50
33rd Pyre 124th year of Ascendancy at 03:56 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By QWER the Cornac Brawler level 23
51st Haze 122nd year of Ascendancy at 13:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By QWER the Cornac Brawler level 16
20th Haze 122nd year of Ascendancy at 00:33 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By QWER the Cornac Brawler level 50
56th Dusk 124th year of Ascendancy at 20:13 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By QWER the Cornac Brawler level 31
19th Regrowth 123rd year of Ascendancy at 20:33 see stats
Well trained (Insane (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By QWER the Cornac Brawler level 50
40th Dusk 124th year of Ascendancy at 18:54 see stats
Log
QWER is invigorated by the attack!
QWER is invigorated by the attack!
QWER throws Fire drake hatchling to the ground!
Fire drake hatchling misses QWER.
QWER is invigorated by the attack!
QWER resists the teleport!
Salodhessra the fire drake hatchling's spatial tether hits QWER for (45 antimagic), 0 temporal, (29 resist armour), 0 physical (0 total damage).
Fire drake hatchling hits QWER for (2 antimagic), 0 fire, (2 antimagic), 0 fire (0 total damage).
Fire drake hatchling hits QWER for (2 antimagic), 0 fire (0 total damage).
QWER hits Fire drake hatchling for 25 physical, 23 physical, 309 physical, 27 physical, 25 physical, 0 arcane, 321 physical, 29 physical, 26 physical, 0 arcane (785 total damage).
QWER hits Fire drake hatchling for 23 physical damage.
QWER hits Fire drake hatchling for 25 physical, 23 physical, 25 physical, 25 physical (98 total damage).
QWER hits Fire drake hatchling for 26 physical, 24 physical (50 total damage).
QWER hits Fire drake hatchling for 592 physical, 27 physical, 25 physical, 23 physical, 0 arcane, 26 physical, 26 physical (720 total damage).
QWER hits Fire drake hatchling for 25 physical, 23 physical (48 total damage).
Salodhessra the fire drake hatchling damages Fire drake hatchling through the Braid!
Salodhessra the fire drake hatchling hits Fire drake hatchling for 21 braided , 19 braided (41 total damage).
Salodhessra the fire drake hatchling hits Fire drake hatchling for 507 braided , 23 braided , 21 braided , 19 braided , 22 braided , 22 braided (617 total damage).
Salodhessra the fire drake hatchling hits QWER for 507 braided , 23 braided , 21 braided , 21 braided , 19 braided , 19 braided , 22 braided , 22 braided (657 total damage).
QWER uses Infusion: Wild.
QWER is no longer tethered.
QWER is cured!
QWER lessens the pain.
QWER tries to evade attacks.
QWER throws a concussive punch.
QWER performs a melee critical strike against Fire drake hatchling!
Fire drake hatchling's armor corrodes!
QWER is invigorated by the attack!
Saving game...
