Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 2215% |
Size | gargantuan |
Lifes / Deaths | Killed by Glille the war bear at level 9 on the 7th Mirth 122nd year of Ascendancy at 17:16 4 / 3Killed by Arothra the rogue at level 15 on the 8th Dusk 122nd year of Ascendancy at 23:23 Killed by Adina the orc pyromancer at level 38 on the 13rd Pyre 123rd year of Ascendancy at 16:08 |
Antimagic | Follower |
Primary Stats
Strength | 130 (base 60) |
Dexterity | 43 (base 12) |
Constitution | 66 (base 29) |
Magic | 23 (base 13) |
Willpower | 129 (base 62) |
Cunning | 123 (base 60) |
Resources
Life | 2226/2226 |
Hate | 86/100 |
Equilibrium | 30 |
Psi | 219/219 |
Healing Factor | 1.8392194305159 |
Regeneration | 431.77121081429 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +71% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 15 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 174 |
Accuracy | 54 |
Crit Chance | 69% |
APR | 36 |
Speed | 0.91 |
Offense: Offhand
Damage | 84 |
Accuracy | 54 |
Crit Chance | 71% |
APR | 36 |
Speed | 0.91 |
Offense: Spell
Spellpower | 4.2 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
All | +13% |
Temporal | +23% |
Blight | +16% |
Physical | +39% |
Cold | +16% |
Nature | +58% |
Offense: Damage Penetration
Lightning | +13% |
Light | 0% |
Darkness | +20% |
Nature | +40% |
Physical | +30% |
Cold | +22% |
All | 0% |
Defense: Base
Armour (hardiness) | 84.08934837382 (81.030927835052%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 65 |
Mental Save | 83 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 80%( 80%) |
Arcane | + 67%( 80%) |
Cold | + 67%( 70%) |
All | + 17%( 70%) |
Physical | + 30%( 71%) |
Lightning | + 51%( 70%) |
Light | + 29%( 70%) |
Temporal | + 27%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 70%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 47% |
Blind Resistance | 100% |
Disarm Resistance | 0% |
Teleport Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 940 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 351 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1.80 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.90 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Savage Hunter |
talent | Gloom |
talent | Antimagic Shield |
talent | Stalk |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Hunting: Marked Prey- Gloraritira the venom drake hatchling - Kdoor the daelach 18% Received damage reduction against: - Vampire - Shalore - Venom - Major |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 75 mind and 75 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 129 Mind damage, and deal 129 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A flow of life spins around the target, regenerating 187.92 life per turn. Regeneration |
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 |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by grave wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Zubita the skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Mayunne the giant green ant. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (254)Turns left: 159 You completed the challenge and received: Random Artifact: Scorpionbringer (Shrouds) (179% power, 4 apr) | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3471. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aryrig (5 def, 9 armour) Aryrig (5 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +9 Defense: +5 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% lightning / +10% temporal / +9% blight / +15% fire / +13% cold Changes resistances penetration: +15% physical Physical save: +6 (+1 eff.) Life regen: +11.00 Only die when reaching: -40.00 life Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Wil / +12 Cun / +12 Con Changes resistances: +20% blight / +40% arcane Changes resistances cap: +10% blight / +10% arcane Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+4 eff.) Spell save: +30 (+7 eff.) Mental save: +15 (+3 eff.) Equilibrium each turn: -1.00 Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
On head | 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 (+2 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 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.4 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. 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. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 230.52 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | 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: Effects when hit in melee: * 18% chance to slow global speed by 81% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Emith EmithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Fatigue: -8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +14% physical Changes damage: +3% blight / +14% physical Maximum encumbrance: +33 Mental save: +6 (+1 eff.) Disease immunity: +20% Life regen: +10.00 Mana when firing critical spell: +2.00 Maximum life: +75.00 Healing mod.: +20% Rings can have magical properties. |
On fingers | 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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | Frostlash FrostlashInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +10 Dex / +1 Mag / +9 Cun / +9 Con Changes resistances: +13% blight / +18% cold / +30% nature Changes damage: +3% cold Physical save: +25 (+6 eff.) Spell save: +18 (+4 eff.) Mental save: +23 (+4 eff.) Poison immunity: +47% Disease immunity: +44% Life regen: +5.00 Stamina each turn: +0.90 Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
In main hand | Deepswreck the voratun longsword (Nightmares) (170% power, 6 apr) Deepswreck the voratun longsword (Nightmares) (170% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 171% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +4 darkness Damage (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +46 (+13 eff.) Armour penetration: +15 Damage when hit (Melee): 4 nature Changes stats: +7 Dex Changes resistances: +9% blight Changes resistances penetration: +20% darkness / +15% physical Spell save: +9 (+2 eff.) Combat speed: +10% Curse of Nightmares Sharp, long, and deadly. |
Around waist | Saladheyawen the Cobrazeal Saladheyawen the CobrazealInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +23 (+6 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +41% acid / +12% temporal / +26% cold / +20% fire / +3% nature / +26% lightning Stealth bonus: +13 Physical save: +15 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Xanynor the voratun waraxe (Corpses) (165% power, 6 apr) Xanynor the voratun waraxe (Corpses) (165% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +24 lightning / +27 cold When wielded/worn: Armour penetration: +8 Physical crit. chance: +13.0% Armour: +12 Changes resistances: +3% cold Changes resistances penetration: +13% lightning / +22% cold Critical mult.: +32.00% Life regen: +4.18 Maximum life: +80.00 Movement speed: +41% Healing mod.: +15% Curse of Corpses One-handed war axes. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 22 Armour, 31 Defense and your attacks will gain 53% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
heroism infusion of the sneak (die at -885; dur 10; cd 30) heroism infusion of the sneak (die at -885; dur 10; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -885 life. The duration and life will increase by 1% for every 1% life you have lost (currently 885 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 812%; cd 14) movement infusion (speed 812%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 640%; cd 9) movement infusion of the titan (speed 640%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Adathra AdathraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +38 (+11 eff.) Armour penetration: +20 Physical crit. chance: +7.0% Changes stats: +3 Cun / +7 Wil Changes resistances: +2% physical Critical mult.: +19.00% Physical save: +9 (+2 eff.) Disease immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 377.77 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Hathukor HathukorInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Wil Changes resistances: +7% physical Reduces incoming crit damage: 10.00% Mental save: +7 (+1 eff.) Disease immunity: +20% Confusion immunity: +13% Stamina each turn: +0.40 Mindpower: +7 (+1 eff.) Amulets can have magical properties. |
Heatpierce the voratun amulet Heatpierce the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 81% * 10% chance to reduce armor by 9% Changes resistances: +9% temporal / +30% light / +6% cold / +3% nature / +30% darkness Changes damage: +3% fire Physical save: +22 (+5 eff.) Spell save: +34 (+8 eff.) Mental save: +21 (+4 eff.) Blindness immunity: +90% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. The Far-HandThe Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (104). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
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... |
gold amulet 'Mardihor' gold amulet 'Mardihor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +12 Defense: +15 (+4 eff.) Changes stats: +8 Lck / +6 Str Changes resistances: +5% arcane Changes resistances cap: +4% all Physical save: +7 (+2 eff.) Confusion immunity: +20% Teleport immunity: +20% Life regen: +2.00 Healing mod.: +10% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
gold amulet 'Olytir' gold amulet 'Olytir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Armour: +16 Fatigue: -7% Changes stats: +2 Str / +10 Dex / +7 Cun / +6 Con Changes resistances: +15% mind Changes damage: +9% mind Life regen: +3.00 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
grounding stralite amulet of vision grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% lightning Blindness immunity: +14% Stun/Freeze immunity: +24% Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
insulating gold amulet of cunning (+4) insulating gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +13% fire / +15% cold Amulets can have magical properties. |
insulating stralite amulet of vision insulating stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% fire / +24% cold Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
wanderer's gold amulet of perfection (0.27 Wild-gift / Fungus,0.27 Cursed / Endless hunt) wanderer's gold amulet of perfection (0.27 Wild-gift / Fungus,0.27 Cursed / Endless hunt)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +6 Cun / +5 Con Talent masteries: +0.27 Wild-gift / Fungus +0.27 Cursed / Endless hunt Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% 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 Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aeriwen the voratun ring Aeriwen the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag / +7 Wil / +4 Cun Changes resistances penetration: +15% arcane Changes damage: +18% blight Mental save: +10 (+2 eff.) Confusion immunity: +49% Vim when firing critical spell: +2.07 Maximum psi: +40.00 Mental crit. chance: +4% Rings can have magical properties. |
Airworth the steel ring Airworth the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +3.0% Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% * 20 arcane resource burn Changes stats: +5 Cun Changes resistances: +2% physical Changes resistances penetration: +5% lightning Changes damage: +6% physical Physical save: +12 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. ArenneArenne Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Effects on melee hit: * 25 arcane resource burn Changes stats: +12 Cun / +10 Dex Changes resistances: +9% darkness / +20% physical Changes damage: +20% physical Spell save: +3 (+0 eff.) Life regen: +13.00 Hate when firing a critical mind attack: +5.00 Maximum life: +94.00 Healing mod.: +20% Rings can have magical properties. |
Ariruidur AriruidurInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances: +11% mind / +26% nature Changes damage: +11% mind / +13% nature Spell save: +11 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +16.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Betothra the gold ring Betothra the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% lightning / +34% cold Changes damage: +6% acid / +14% cold Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Rings can have magical properties. |
Bleakwhisper BleakwhisperInfused by nature 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 resistances: +26% lightning / +5% arcane Changes resistances penetration: +15% darkness Changes damage: +13% lightning / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Borykhad the stralite ring Borykhad the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +12 Changes stats: +9 Str / +9 Con Changes resistances: +6% blight Physical save: +6 (+1 eff.) Mental save: +15 (+3 eff.) Life regen: +4.00 Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Iviseda the Woesorrow Iviseda the WoesorrowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +7 Con Changes resistances: +1% physical / +30% cold Changes resistances penetration: +5% darkness / +5% lightning Changes damage: +15% cold Physical save: +9 (+2 eff.) Life regen: +11.00 Only die when reaching: -40.00 life Maximum life: +48.00 Healing mod.: +13% Rings can have magical properties. |
Lustrepain LustrepainCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes damage: +9% light Mental save: +12 (+2 eff.) Stun/Freeze immunity: +32% Life regen: +3.00 Equilibrium when hit: +0.32 Rings can have magical properties. |
Lustreravage the voratun ring Lustreravage the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances: +34% lightning / +21% fire / +7% arcane / +27% light Changes damage: +17% lightning / +27% light Mental save: +24 (+4 eff.) Mental crit. chance: +11% Light radius: +4 Rings can have magical properties. |
Pyrebearer PyrebearerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +4 Dex Changes resistances penetration: +25% mind / +10% fire Changes damage: +12% mind / +3% fire 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: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's gold ring of tenacity gladiator's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +7 Str / +5 Con Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +29.00 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
savage's voratun ring of speed savage's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+4 eff.) Changes stats: +6 Con Spell save: +17 (+4 eff.) Maximum stamina: +40.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
steel ring of fire (+24%) steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
stralite ring 'Ce'Nidath' stralite ring 'Ce'Nidath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Changes stats: +7 Cun Changes resistances: +12% mind / +15% temporal Spell save: +18 (+4 eff.) Blindness immunity: +20% Life regen: +4.00 Maximum life: +80.00 Rings can have magical properties. |
stralite ring 'Morninggrind' stralite ring 'Morninggrind'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +30 (+8 eff.) Changes stats: +9 Dex Changes resistances: +9% acid / +6% darkness / +6% nature Changes damage: +6% light Cut immunity: +20% Maximum psi: +30.00 Healing mod.: +20% Rings can have magical properties. |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +4 (+1 eff.) Rings can have magical properties. |
titan's gold ring of misery titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 51 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 51 Damage (Ranged): 5 physical Changes stats: +3 Cun / +4 Con Physical save: +8 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
voratun ring 'Beromirach' voratun ring 'Beromirach'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +9 Str / +8 Dex / +5 Con Changes resistances: +9% acid Physical save: +9 (+2 eff.) Stun/Freeze immunity: +46% Life regen: +9.00 Maximum stamina: +30.00 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (Nightmares) (180% power, 7 apr) Crude Iron Battle Axe of Kroll (Nightmares) (180% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of erosion (Madness) (123% power, 2 apr)balanced steel battleaxe of erosion (Madness) (123% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 123% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +13 (+4 eff.) Disarm immunity: +42% Curse of Madness Massive two-handed battleaxes. |
Mandible of Ungolmor (Madness) (150% power, 12 apr) Mandible of Ungolmor (Madness) (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 40% Wil, 35% Str, 35% Dex, 30% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Madness This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (Nightmares) (143% power, 9 apr) Mercy (Nightmares) (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Nightmares This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of vileness (Shrouds) (115% power, 7 apr)arcing dwarven-steel dagger of vileness (Shrouds) (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +14 blight Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger of evisceration (Corpses) (149% power, 9 apr)blazebringer's voratun dagger of evisceration (Corpses) (149% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +61 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+4 eff.) Changes resistances penetration: +20% fire Global speed: +11% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. caustic voratun dagger of evisceration (Misfortune) (146% power, 9 apr)caustic voratun dagger of evisceration (Misfortune) (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +45 acid / +33 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Physical power: +14 (+4 eff.) Changes resistances penetration: +25% acid / +21% nature Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking steel dagger of shearing (Misfortune) (105% power, 6 apr)truestriking steel dagger of shearing (Misfortune) (105% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +18 Changes resistances penetration: +9% all / +9% physical Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of rage (Nightmares) (149% power, 9 apr)voratun dagger of rage (Nightmares) (149% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+8 eff.) Changes stats: +8 Str Changes damage: +13% physical Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Barydundur the dwarven-steel greatsword (Misfortune) (148% power, 2 apr)Barydundur the dwarven-steel greatsword (Misfortune) (148% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +10 Changes stats: +1 Cun / +1 Mag Changes resistances penetration: +7% physical Reduces incoming crit damage: 15.00% Curse of Misfortune Massive two-handed swords. |
Adiwyn the Helledge (Shrouds) Adiwyn the Helledge (Shrouds)Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 10% chance to slow global speed by 81% Damage (radius 2) on crit: +74 fire When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +6.0% Effects on ranged hit: * 10 arcane resource burn Changes stats: +6 Dex Changes resistances: +3% lightning / +3% temporal / +9% blight / +3% fire / +9% acid Changes resistances penetration: +9% physical / +20% fire Global speed: +10% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Storm Fury (Shrouds) Storm Fury (Shrouds)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+8 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+3 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 63 to 126 lightning damage based on Magic with a chance to inflict Daze. Curse of Shrouds This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Umbrastun the ash longbow (Misfortune) Umbrastun the ash longbow (Misfortune)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +9 Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Changes stats: +3 Str / +5 Mag Changes resistances: +3% darkness Changes resistances penetration: +8% all Mana when firing critical spell: +2.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Cuthedas' (Nightmares) dragonbone longbow 'Cuthedas' (Nightmares)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Attack speed: 100% Firing range: +10 Travel speed: +207% Damage (Ranged): +74 lightning Damage (radius 1) on hit: +12 blight When wielded/worn: Physical power: +30 (+8 eff.) Changes stats: +10 Str / +3 Con Changes damage: +56% lightning Curse of Nightmares Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Xerivena' (Nightmares) elven-wood longbow 'Xerivena' (Nightmares)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +4 blight / +18 fire When wielded/worn: Ammo reloads per turn: +8 Changes stats: +13 Mag Changes resistances penetration: +25% blight / +12% temporal / +15% physical Changes damage: +24% fire / +12% temporal / +18% arcane / +15% physical Talent mastery: +0.30 Chronomancy / Bow Threading Spellpower: +15 (+1 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares Longbows are used to shoot arrows at your foes. |
mage-hunter's yew longbow of piercing (Corpses) mage-hunter's yew longbow of piercing (Corpses)Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +11 Effects on ranged hit: * 12 arcane resource burn Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +12% all Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +11 (+2 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
swiftstrike dragonbone longbow of recursion (Corpses) swiftstrike dragonbone longbow of recursion (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% When wielded/worn: Changes stats: +6 Cun Combat speed: +10% Curse of Corpses Longbows are used to shoot arrows at your foes. |
throat-seeking elven-wood longbow of enduring (Madness) throat-seeking elven-wood longbow of enduring (Madness)Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +11 nature When wielded/worn: Changes stats: +12 Con / +12 Wil Changes resistances penetration: +12% nature Maximum life: +47.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
Anmalice (Shrouds) (158% power, 20 apr) Anmalice (Shrouds) (158% power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) Curse of Shrouds The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Corpathus (Nightmares) (150% power, 12 apr) Corpathus (Nightmares) (150% power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +19.0% 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.: +26.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Nightmares 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. Everpyre Blade (Madness) (147% power, 10 apr)Everpyre Blade (Madness) (147% power, 10 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Madness This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Saluma the Crackledredge (Madness) (180% power, 6 apr) Saluma the Crackledredge (Madness) (180% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 180% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 2) on crit: +19 lightning / +13 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes resistances penetration: +10% lightning / +14% cold Changes damage: +15% lightning Movement speed: +35% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. chilling iron longsword of shearing (Madness) (103% power, 2 apr)chilling iron longsword of shearing (Madness) (103% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 cold When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Curse of Madness Sharp, long, and deadly. |
enhanced stralite longsword of projection (Misfortune) (138% power, 5 apr) enhanced stralite longsword of projection (Misfortune) (138% power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +4 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +4 Con Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. hateful voratun longsword of shearing (Madness) (151% power, 6 apr)hateful voratun longsword of shearing (Madness) (151% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +18 darkness Damage against: +20% Living When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +12 Changes resistances penetration: +13% all Curse of Madness Sharp, long, and deadly. |
stralite longsword 'Ravenbile' (Shrouds) (148% power, 5 apr) stralite longsword 'Ravenbile' (Shrouds) (148% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 149% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes stats: +6 Str / +7 Dex / +7 Mag / +6 Wil / +7 Cun / +6 Con Changes resistances: +9% darkness Changes damage: +12% darkness Curse of Shrouds Sharp, long, and deadly. |
voratun longsword 'Emywe' (Madness) (154% power, 6 apr) voratun longsword 'Emywe' (Madness) (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +67 fire When wielded/worn: Accuracy: +48 (+14 eff.) Armour penetration: +14 Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Changes stats: +10 Str / +2 Dex Changes resistances penetration: +5% all / +25% fire Changes damage: +17% physical Critical mult.: +15.00% Maximum stamina: +10.00 Global speed: +9% Curse of Madness Sharp, long, and deadly. |
Thunderfall (Madness) (161% power, 6 apr) Thunderfall (Madness) (161% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Madness It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Starry Femur (164% power, 5 apr) Ureslak's Starry Femur (164% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Blinding darkness Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers When wielded/worn: Changes resistances: +45% darkness Changes resistances penetration: +30% darkness Changes damage: +30% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Curse of Madness A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
voratun mace 'Chargesmash' (Misfortune) (168% power, 6 apr) voratun mace 'Chargesmash' (Misfortune) (168% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 168% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +44 lightning / +24 cold When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 6 lightning Changes resistances: +1% physical / +6% fire Changes resistances penetration: +23% lightning / +20% cold Reduces incoming crit damage: 15.00% Disease immunity: +10% Pinning immunity: +20% Movement speed: +42% Curse of Misfortune Blunt and deadly. |
Elerin (Madness) (112% power, 40 apr, mind damage) Elerin (Madness) (112% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Damage (Melee): 15 lightning / 17 fire Changes stats: +5 Str / +4 Dex / +4 Mag / +1 Wil / +5 Cun / +1 Con Changes resistances: +10% lightning / +13% fire / +3% blight Changes resistances penetration: +9% lightning / +8% fire Changes damage: +10% lightning / +13% fire Talent granted: +1 Attune Mindstar Physical save: +7 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% Pinning immunity: +20% Equilibrium when hit: +1.80 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Curse of Madness 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. |
Elugaretha the living mindstar (Nightmares) (117% power, 40 apr, mind damage) Elugaretha the living mindstar (Nightmares) (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage (Melee): 17 lightning / 10 fire Changes stats: +4 Str / +6 Dex / +4 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances: +17% lightning / +10% fire Changes resistances penetration: +10% lightning / +17% fire Changes damage: +20% lightning / +13% fire Talent granted: +1 Attune Mindstar Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.90 Maximum psi: +50.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +5% Global speed: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares 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. Eye of the Wyrm (Misfortune) (113% power, 24 apr, physical damage)Eye of the Wyrm (Misfortune) (113% power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 90% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Misfortune It can be used to activate talent Lightning Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 153.65 to 460.95 lightning damage (307.30 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Shadowcast (Shrouds) Shadowcast (Shrouds)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to reduce all saves and defense by 51 Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +45 lightning / +18 cold When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +4.0% Effects on ranged hit: * 21% chance to reduce damage dealt by 40% Changes stats: +11 Con / +15 Wil Changes resistances: +6% mind Changes resistances penetration: +22% lightning / +17% cold / +10% mind Changes damage: +15% darkness Maximum life: +92.00 Movement speed: +38% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Poltergeist's Eclipse (Corpses) (117% power, 4 apr, physical element) Poltergeist's Eclipse (Corpses) (117% power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% Range: 1.2x Uses stats: 110% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Curse of Corpses This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
This item will automatically be transmogrified when you leave the level. magelord's ash starstaff of channeling (Misfortune) (111% power, 3 apr, temporal element)magelord's ash starstaff of channeling (Misfortune) (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 26 arcane Changes damage: +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.29 Maximum mana: +42.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +2% Curse of Misfortune It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone magestaff of wizardry (Madness) (136% power, 6 apr, fire element)magelord's dragonbone magestaff of wizardry (Madness) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 44 arcane Changes stats: +5 Mag / +6 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +220.00 Spellpower: +32 (+3 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash starstaff of channeling (Corpses) (118% power, 3 apr, light element)potent ash starstaff of channeling (Corpses) (118% power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 119% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% light Talent granted: +1 Command Staff Mana each turn: +0.29 Spellpower: +21 (+2 eff.) Spell crit. chance: +2% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of might (Madness) (150% power, 6 apr, darkness element)potent dragonbone vilestaff of might (Madness) (150% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +40% darkness Talent granted: +1 Command Staff Spellpower: +19 (+2 eff.) Spell crit. chance: +17% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing stralite steamsaw of torment (Madness) (135% power, 0 apr)arcing stralite steamsaw of torment (Madness) (135% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 135% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +72 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. dwarven-steel steamsaw of torment (Madness) (116% power, 0 apr)dwarven-steel steamsaw of torment (Madness) (116% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 116% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Belidunarand (Misfortune) (152% power, 6 apr) Belidunarand (Misfortune) (152% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +20 acid When wielded/worn: Changes resistances: +12% light / +6% fire Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 Curse of Misfortune One-handed war axes. |
Chakhad the Cureripper (Misfortune) (105% power, 3 apr) Chakhad the Cureripper (Misfortune) (105% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 lightning Damage (radius 1) on hit: +20 nature When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +9% lightning Changes resistances penetration: +25% darkness Curse of Misfortune One-handed war axes. |
Razorblade, the Cursed Waraxe (Misfortune) (147% power, 16 apr) Razorblade, the Cursed Waraxe (Misfortune) (147% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+12 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level. Skullcleaver (Corpses) (120% power, 4 apr)Skullcleaver (Corpses) (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Taintidol (Corpses) (140% power, 5 apr) Taintidol (Corpses) (140% power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +13 darkness / +16 mind Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +8 nature Damage against: +15% Living / +11% Unnatural When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 81% * 10% chance to reduce all saves and defense by 51 Disarm immunity: +29% Curse of Corpses One-handed war axes. |
dwarven-steel waraxe 'Brightlace' (Shrouds) (121% power, 4 apr) dwarven-steel waraxe 'Brightlace' (Shrouds) (121% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (radius 2) on crit: +20 light When wielded/worn: Damage when hit (Melee): 4 nature / 8 light Changes resistances: +6% mind Mental save: +3 (+0 eff.) Curse of Shrouds One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Lustrewish' (Nightmares) (120% power, 4 apr)dwarven-steel waraxe 'Lustrewish' (Nightmares) (120% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 temporal Damage (radius 2) on crit: +25 light / +25 temporal When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +10 Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% arcane Changes resistances penetration: +31% light / +10% physical Changes damage: +24% arcane Light radius: +4 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares One-handed war axes. |
enhanced stralite waraxe of crippling (Madness) (135% power, 5 apr) enhanced stralite waraxe of crippling (Madness) (135% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +7 Str / +6 Dex / +5 Mag / +7 Wil / +6 Cun / +8 Con Curse of Madness One-handed war axes. |
stralite waraxe of projection (Misfortune) (135% power, 5 apr) stralite waraxe of projection (Misfortune) (135% power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Misfortune One-handed war axes. |
truestriking stralite waraxe (Nightmares) (135% power, 5 apr) truestriking stralite waraxe (Nightmares) (135% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +6 Changes resistances penetration: +9% physical Curse of Nightmares One-handed war axes. |
voratun waraxe 'Floegrinder' (Nightmares) (151% power, 15 apr) voratun waraxe 'Floegrinder' (Nightmares) (151% power, 15 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +21 temporal Damage (radius 2) on crit: +90 fire When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +15% physical / +24% fire Changes damage: +15% cold Reduces incoming crit damage: 15.80% Global speed: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares One-handed war axes. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
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: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Turostir the Offalhunger Turostir the OffalhungerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 2 temporal / 6 nature Changes damage: +3% temporal Life regen: +0.80 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Vilelord VilelordInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Changes stats: +7 Str / +7 Dex / +9 Wil / +6 Cun / +6 Con Changes resistances: +6% temporal / +13% cold / +14% fire Changes resistances penetration: +10% nature Stealth bonus: +15 Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +35 (+7 eff.) Maximum hate: +4.00 Maximum psi: +59.16 Mindpower: +19 (+3 eff.) A belt that goes around your waist. |
Arewyn the cashmere cloak (2 def, 8 armour) Arewyn the cashmere cloak (2 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +13% blight / +15% cold / +13% nature Changes damage: +3% mind Physical save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Maximum hate: +6.00 Maximum psi: +20.00 Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cindershaper (2 def, 0 armour) Cindershaper (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes resistances: +21% fire Changes resistances penetration: +25% fire Changes damage: +6% darkness Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashnaught (28 def, 0 armour) Flashnaught (28 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Defense: +28 (+7 eff.) Changes stats: +9 Str Changes resistances: +3% physical / +25% darkness / +9% light Changes resistances penetration: +19% darkness / +25% physical Changes damage: +8% darkness Stealth bonus: +15 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salirida the elven-silk cloak (11 def, 13 armour) Salirida the elven-silk cloak (11 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Changes resistances: +15% cold / +21% light / +22% fire Stealth bonus: +11 Poison immunity: +20% Disarm immunity: +10% Teleport immunity: +20% Maximum life: +54.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toxinschism (1 def, 6 armour) Toxinschism (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +3% nature / +11% cold Spell save: +9 (+2 eff.) Life regen: +4.00 Only die when reaching: -20.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+1 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level. shimmering linen robe of power (0 def, 0 armour)shimmering linen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +14% arcane / +8% all Maximum mana: +29.00 Spellpower: +12 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of darkness (+30%) (0 def, 0 armour)spellwoven cashmere robe of darkness (+30%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +30% darkness / +11% all Changes damage: +20% darkness Spell save: +22 (+5 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stargazer's cashmere robe (0 def, 0 armour)stargazer's cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all Changes damage: +15% light / +19% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Duryleg the Earthswift (0 def, 5 armour) Duryleg the Earthswift (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Effects on melee hit: * 21% chance to slow global speed by 81% Changes stats: +9 Cun / +12 Con Changes resistances: +6% acid / +9% cold / +9% nature / +5% arcane Physical save: +48 (+12 eff.) Mental save: +36 (+7 eff.) Hate when firing a critical mind attack: +2.00 A pair of boots made of leather. |
Emudakira the pair of rough leather boots (0 def, 1 armour) Emudakira the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Wil Changes resistances: +5% lightning / +5% temporal / +3% light / +4% physical Stun/Freeze immunity: +10% Healing mod.: +10% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Galuneg the Cracklefame (0 def, 3 armour) Galuneg the Cracklefame (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun Changes resistances: +6% acid Changes damage: +15% lightning / +12% mind Mental save: +9 (+1 eff.) Life regen: +4.00 Stamina each turn: +0.90 Maximum life: +40.00 Maximum stamina: +12.00 A pair of boots made of leather. |
Islylelle the Cracklebraid (0 def, 5 armour) Islylelle the Cracklebraid (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +6 Armour: +5 Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str Changes resistances: +12% lightning / +33% temporal Changes resistances penetration: +30% lightning / +30% physical Critical mult.: +20.00% Stamina each turn: +4.04 Spellpower on spell critical (stacks up to 3 times): +8 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
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 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Branagrim' (0 def, 3 armour) pair of hardened leather boots 'Branagrim' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Changes stats: +6 Str / +6 Con Changes resistances: +3% physical Changes resistances penetration: +25% blight Changes damage: +12% blight / +7% physical Cut immunity: +20% Life regen: +4.00 Maximum life: +60.00 Size category: +1 A pair of boots made of leather. |
pair of hardened leather boots 'Gedeneg' (0 def, 3 armour) pair of hardened leather boots 'Gedeneg' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +3 Changes stats: +7 Lck / +7 Dex Stealth bonus: +8 Only die when reaching: -80.00 life Maximum stamina: +20.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of invasion (0 def, 1 armour)pair of rough leather boots of invasion (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Changes resistances penetration: +7% physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots 'Shockfoe' (18 def, 5 armour)pair of voratun boots 'Shockfoe' (18 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+5 eff.) Fatigue: -16% Changes damage: +6% lightning Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Disease immunity: +20% Disarm immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +25% Teleport immunity: +20% Stamina each turn: +0.80 Maximum life: +60.00 Movement speed: +10% Healing mod.: +5% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 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. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of phasing (0 def, 5 armour)pair of voratun boots of phasing (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +4 Wil It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lightrend the voratun gauntlets (0 def, 3 armour) Lightrend the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Changes stats: +9 Str / +4 Dex / +5 Wil / +5 Cun / +4 Con Changes resistances: +6% fire Changes resistances penetration: +26% light Changes damage: +15% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +14 (+3 eff.) Disarm immunity: +45% Spell crit. chance: +20% Mental crit. chance: +20% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
This item will automatically be transmogrified when you leave the level. alchemist's drakeskin leather gloves (0 def, 3 armour)alchemist's drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 9 acid / 9 fire / 9 cold / 9 lightning Changes stats: +5 Mag / +5 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. corrosive iron gauntlets of the juggernaut (0 def, 1 armour)corrosive iron gauntlets of the juggernaut (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 acid Changes stats: +2 Con Changes resistances: +6% acid Changes damage: +5% acid Physical save: +13 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of the juggernaut (0 def, 3 armour)drakeskin leather gloves of the juggernaut (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +6 Con Physical save: +24 (+6 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +46% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. scouring rough leather gloves (0 def, 1 armour)scouring rough leather gloves (0 def, 1 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects when hit in melee: * 18 arcane resource burn Spell save: +11 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour)spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Fatigue: +3% Critical mult.: +11.00% Mana each turn: +0.22 Spellpower: +10 (+1 eff.) Spell crit. chance: +20% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Darklady (0 def, 5 armour) Darklady (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to reduce damage dealt by 40% Changes stats: +4 Cun / +5 Wil Changes resistances: +12% mind Changes resistances penetration: +33% blight / +15% mind Changes damage: +12% blight Hate when firing a critical mind attack: +4.00 Spellpower: +40 (+4 eff.) Mindpower: +46 (+8 eff.) Mental crit. chance: +11% A cap made of leather. |
Emelyvea the Sleetreek (0 def, 7 armour) Emelyvea the Sleetreek (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +27% cold Reduces incoming crit damage: 15.00% Physical save: +19 (+5 eff.) Spell save: +6 (+1 eff.) Silence immunity: +20% Disarm immunity: +20% Teleport immunity: +20% A cap made of leather. |
Galeswift the voratun helm (0 def, 5 armour) Galeswift the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 81% Damage when hit (Melee): 6 lightning Changes stats: +17 Str / +9 Dex / +13 Wil / +9 Cun / +9 Con Changes resistances: +18% blight / +25% cold / -37% light / +3% temporal Allows you to breathe in: water Critical mult.: +15.00% Mental save: +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gleamstreak the dwarven-steel helm (0 def, 18 armour) Gleamstreak the dwarven-steel helm (0 def, 18 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +18 Fatigue: +4% Damage when hit (Melee): 6 light Changes resistances: +10% nature / +2% physical Spell save: +4 (+1 eff.) Stamina each turn: +3.00 Maximum life: +69.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Growthrupture (0 def, 5 armour) Growthrupture (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 mind Changes resistances: +13% physical / +17% light / +19% darkness Changes damage: +12% nature Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismtickler the drakeskin leather cap (0 def, 5 armour) Prismtickler the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +3 Mag / +15 Wil / +7 Con Changes resistances: +12% blight / +11% physical Physical save: +12 (+3 eff.) Mental save: +9 (+1 eff.) Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +2% Light radius: +2 A cap made of leather. |
Silemira the Squalorwilter (15 def, 1 armour) Silemira the Squalorwilter (15 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +1 Armour: +1 Defense: +15 (+4 eff.) Fatigue: +1% Changes stats: +1 Con Changes resistances: +6% nature / +6% cold Allows you to breathe in: water Only die when reaching: -20.00 life A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron helm 'Neranne' (0 def, 7 armour) iron helm 'Neranne' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +5% fire / +6% light / +7% cold Changes damage: +3% mind Pinning immunity: +10% Healing mod.: +5% 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. psion's elven-silk wizard hat of arcana (3 def, 0 armour)psion's elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +18% mind Changes damage: +16% mind Physical save: +12 (+3 eff.) Mental save: +18 (+3 eff.) Maximum psi: +34.00 Spellpower: +6 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap of trickery (0 def, 3 armour)stabilizing hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Physical save: +19 (+5 eff.) A cap made of leather. |
thaloren voratun helm of fortune (0 def, 5 armour) thaloren voratun helm of fortune (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +13 Lck / +8 Wil Changes resistances: +11% blight Mental save: +12 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +7% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Sunraze' (0 def, 5 armour) voratun helm 'Sunraze' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +15% acid / +12% lightning / +6% mind / +26% blight / +15% fire / +33% nature / +11% cold Changes resistances penetration: +5% fire Mental save: +14 (+2 eff.) Stamina when hit: +2.40 Equilibrium when hit: +2.70 Maximum psi: +40.00 Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Strikefame the iron mail armour (2 def, 4 armour) Strikefame the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 81% Changes resistances: +11% blight / +11% nature / +6% darkness Changes resistances penetration: +5% darkness / +5% lightning Changes damage: +3% lightning / +9% nature A suit of armour made of mail. |
dwarven-steel mail armour 'Toradil' (3 def, 8 armour) dwarven-steel mail armour 'Toradil' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 blight Changes stats: +2 Str / +1 Dex / +3 Mag / +1 Con Changes resistances: +20% lightning / +20% fire / +20% acid Changes damage: +3% blight See invisible: +6 A suit of armour made of mail. |
dwarven-steel mail armour 'Wintertreason' (3 def, 8 armour) dwarven-steel mail armour 'Wintertreason' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Wil Changes resistances: +14% blight / +18% fire / +15% darkness / +17% lightning Changes damage: +9% cold Reduces incoming crit damage: 15.00% Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour)radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +22% darkness Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing steel mail armour of acid resistance (2 def, 6 armour)searing steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 11 acid / 11 fire Changes resistances: +39% acid / +18% fire A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour) stralite mail armour of Eyal (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +5.00 Maximum life: +23.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of command (17 def, 17 armour)stralite mail armour of command (17 def, 17 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +5 Cun Mental save: +22 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of Eyal (5 def, 10 armour)voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +11.00 Maximum life: +64.00 Healing mod.: +19% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Godabeth the drakeskin leather armour (29 def, 28 armour)Godabeth the drakeskin leather armour (29 def, 28 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +29 (+8 eff.) Fatigue: +8% Changes stats: +2 Str / +8 Dex / +3 Mag / +6 Wil / +7 Cun Changes resistances: +29% blight / +29% darkness / +10% mind Physical save: +12 (+3 eff.) Mental save: +25 (+5 eff.) Maximum mana: +60.00 Maximum vim: +20.00 Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble hardened leather armour of acid resistance (20 def, 6 armour)nimble hardened leather armour of acid resistance (20 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +23% acid Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of alacrity (9 def, 6 armour)rejuvenating hardened leather armour of alacrity (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +5.60 Stamina each turn: +1.10 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic rough leather armour of clarity (3 def, 9 armour)volcanic rough leather armour of clarity (3 def, 9 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +13% fire / +6% mind / +13% physical Mental save: +13 (+2 eff.) A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Hysus the stralite plate armour (0 def, 17 armour) Hysus the stralite plate armour (0 def, 17 armour)Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Fatigue: +22% Changes stats: +4 Mag / +7 Wil / +9 Cun Changes resistances: +9% acid / +11% cold Changes damage: +3% arcane Allows you to breathe in: water Critical mult.: +20.00% Mental save: +22 (+4 eff.) Life regen: +8.00 Maximum life: +36.00 Healing mod.: +15% A suit of armour made of metal plates. |
Maludir the Flareshear (0 def, 16 armour) Maludir the Flareshear (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 4 arcane Changes stats: +23 Cun / +15 Wil Changes resistances: +5% arcane / +9% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +6% fire Mental save: +61 (+12 eff.) A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+11 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
This item will automatically be transmogrified when you leave the level. enlightening steel plate armour of the deep (0 def, 12 armour)enlightening steel plate armour of the deep (0 def, 12 armour) Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Fatigue: +22% Changes stats: +6 Cun / +5 Wil Changes resistances: +9% acid / +8% cold Allows you to breathe in: water Mental save: +16 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel plate armour of cold resistance (0 def, 11 armour)prismatic dwarven-steel plate armour of cold resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +23% cold / +13% light / +15% darkness A suit of armour made of metal plates. |
voratun plate armour 'Ivoriavea' (0 def, 25 armour) voratun plate armour 'Ivoriavea' (0 def, 25 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Fatigue: +22% Effects on melee hit: * 21% chance to reduce armor by 9% Changes resistances: +30% acid / +13% physical / +11% lightning / +19% blight / +13% cold / +16% nature / +13% fire Changes resistances penetration: +26% acid Reduced damage from: +14% Unnatural Maximum life: +55.00 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 100% power, 120 block) Black Mesh (8 def, 2 armour, 100% power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
This item will automatically be transmogrified when you leave the level. Lunar Shield (0 def, 20 armour, 100% power, 250 block)Lunar Shield (0 def, 20 armour, 100% power, 250 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 156% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Darkness Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+2 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
This item will automatically be transmogrified when you leave the level. Morbusguile the voratun shield (0 def, 10 armour, 100% power, 212 block)Morbusguile the voratun shield (0 def, 10 armour, 100% power, 212 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 176% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +212 Damage (Melee): +19 nature When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +2 Wil Changes resistances: +20% blight / +30% cold / +24% nature Changes damage: +12% nature Talent granted: +1 Block Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +173.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming stralite shield of reflection (0 def, 8 armour, 100% power, 138.5 block)flaming stralite shield of reflection (0 def, 8 armour, 100% power, 138.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 155% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (radius 1) on hit: +15 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 fire Damage when hit (Melee): 9 fire Changes resistances: +18% light / +18% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. wrathful voratun shield of acid resistance (+29%) (0 def, 10 armour, 100% power, 201 block)wrathful voratun shield of acid resistance (+29%) (0 def, 10 armour, 100% power, 201 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 186% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +201 Damage (radius 2) on crit: +36 light / +34 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +29% acid / +12% fire / +13% light Talent granted: +1 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of ash arrows of crippling (22/22, 123% power, 7 apr)psychokinetic quiver of ash arrows of crippling (22/22, 123% power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 123% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 360 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +29 physical Arrows are used with bows to pierce your foes to death. |
1327 alchemist agate 1327 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. |
2 onyx 2 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine 2 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. |
This item will automatically be transmogrified when you leave the level. Shockspitter (dig speed 5 turns)Shockspitter (dig speed 5 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +7 Str / +1 Con Changes damage: +9% lightning Maximum life: +70.00 Maximum stamina: +60.00 Light radius: +4 Infravision radius: +3 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Blastwake' (dig speed 9 turns) dwarven-steel pickaxe 'Blastwake' (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +1.0% Armour: +6 Changes stats: +5 Str Changes resistances: +9% lightning / +7% fire / +6% darkness / +1% physical Physical save: +14 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Maximum life: +54.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Brandusher BrandusherInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes damage: +7% mind / +3% fire Critical mult.: +20.00% Maximum psi: +20.00 Mindpower: +25 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Lightwreath the dwarven lantern Lightwreath the dwarven lanternInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% acid / +21% fire / +26% light Changes resistances penetration: +15% cold / +25% fire Changes damage: +15% mind / +15% light Blindness immunity: +26% Cut immunity: +26% Disarm immunity: +20% Teleport immunity: +20% Maximum life: +131.53 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Stormobsidian StormobsidianInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% acid Changes resistances penetration: +15% acid / +5% blight Maximum life: +42.00 Light radius: +3 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(170 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Dawnrot' dwarven lantern 'Dawnrot'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +9 Con Changes resistances: +15% blight / +3% nature / +3% light Changes damage: +21% physical Critical mult.: +10.00% Spell save: +3 (+0 eff.) Life regen: +16.00 Light radius: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of the zealot piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +3% all Changes resistances penetration: +14% all Spell save: +15 (+3 eff.) Light radius: +7 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. Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 24 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 20% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 Activation costs 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 Activation costs 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
69 alchemist bloodstone 69 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. |
12 bloodstone 12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Harireldir [power 2] (25 cooldown) Harireldir [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +1% physical Hate when firing a critical mind attack: +2.00 Maximum life: +60.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Quenchthorn' [power 230] (15 cooldown) dwarven-steel torque of mindblast 'Quenchthorn' [power 230] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +3% acid / +9% temporal / +3% darkness / +12% cold / +15% lightning Changes damage: +6% mind Spell save: +6 (+1 eff.) It can be used to blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Purerock' [power 110] (15 cooldown) iron torque of mindblast 'Purerock' [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +3% nature / +6% mind Mental crit. chance: +1% It can be used to blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Barynarisin [power 374] (15 cooldown)Barynarisin [power 374] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 81% Changes stats: +3 Wil Changes resistances: +9% lightning / +27% fire / +6% arcane / +18% temporal Critical mult.: +20.00% Mental save: +9 (+1 eff.) It can be used to sting an enemy dealing 591 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Blackwilder [power 398] (15 cooldown) Blackwilder [power 398] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +6% cold / +5% arcane / +15% darkness Reduces incoming crit damage: 15.00% Infravision radius: +3 See invisible: +9 It can be used to sting an enemy dealing 629 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Ce'Nossra the Ebonytaint [power 385] (25 cooldown) Ce'Nossra the Ebonytaint [power 385] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 40% Changes resistances penetration: +20% light Changes damage: +21% darkness Light radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1170 Base Damage: 471 Armor: 25 All Resist: 29 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Glownight [power 470] (25 cooldown) Glownight [power 470] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% light Changes resistances penetration: +10% light / +25% temporal Changes damage: +9% temporal / +12% light / +9% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1321 Base Damage: 570 Armor: 50 All Resist: 40 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Stormcrypt [power 242] (15 cooldown) Stormcrypt [power 242] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% acid Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Disease immunity: +20% Confusion immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 65. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond 10 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. |
9 moonstone 9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 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. |
amber 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By aaa the Krog Cursed level 33
36th Regrowth 123rd year of Ascendancy at 09:51 see stats
By aaa the Krog Cursed level 30
52nd Haze 122nd year of Ascendancy at 22:51 see stats
By aaa the Krog Cursed level 21
15th Haze 122nd year of Ascendancy at 12:50 see stats
By aaa the Krog Cursed level 44
13rd Dusk 123rd year of Ascendancy at 04:11 see stats
By aaa the Krog Cursed level 38
1st Pyre 123rd year of Ascendancy at 16:48 see stats
By aaa the Krog Cursed level 35
57th Regrowth 123rd year of Ascendancy at 17:23 see stats
By aaa the Krog Cursed level 40
69th Pyre 123rd year of Ascendancy at 09:40 see stats
By aaa the Krog Cursed level 37
80th Regrowth 123rd year of Ascendancy at 06:49 see stats
By aaa the Krog Cursed level 40
78th Pyre 123rd year of Ascendancy at 06:44 see stats
By aaa the Krog Cursed level 32
68th Haze 122nd year of Ascendancy at 21:05 see stats
By aaa the Krog Cursed level 21
38th Dusk 122nd year of Ascendancy at 20:18 see stats
By aaa the Krog Cursed level 50
74th Dusk 123rd year of Ascendancy at 21:52 see stats
By aaa the Krog Cursed level 22
20th Haze 122nd year of Ascendancy at 09:31 see stats
By aaa the Krog Cursed level 22
26th Haze 122nd year of Ascendancy at 19:41 see stats
By aaa the Krog Cursed level 50
49th Dusk 123rd year of Ascendancy at 08:23 see stats
By aaa the Krog Cursed level 23
36th Haze 122nd year of Ascendancy at 12:38 see stats
By aaa the Krog Cursed level 10
8th Mirth 122nd year of Ascendancy at 19:29 see stats
By aaa the Krog Cursed level 20
37th Dusk 122nd year of Ascendancy at 02:43 see stats
By aaa the Krog Cursed level 30
52nd Haze 122nd year of Ascendancy at 13:52 see stats
By aaa the Krog Cursed level 40
69th Pyre 123rd year of Ascendancy at 02:19 see stats
By aaa the Krog Cursed level 50
27th Dusk 123rd year of Ascendancy at 02:52 see stats
By aaa the Krog Cursed level 50
48th Dusk 123rd year of Ascendancy at 14:24 see stats
By aaa the Krog Cursed level 50
30th Dusk 123rd year of Ascendancy at 21:33 see stats
By aaa the Krog Cursed level 19
33rd Dusk 122nd year of Ascendancy at 08:55 see stats
By aaa the Krog Cursed level 32
68th Haze 122nd year of Ascendancy at 21:05 see stats
By aaa the Krog Cursed level 50
72nd Dusk 123rd year of Ascendancy at 15:35 see stats
By aaa the Krog Cursed level 34
49th Regrowth 123rd year of Ascendancy at 13:13 see stats
By aaa the Krog Cursed level 37
80th Regrowth 123rd year of Ascendancy at 08:09 see stats
By aaa the Krog Cursed level 50
74th Dusk 123rd year of Ascendancy at 21:50 see stats
By aaa the Krog Cursed level 7
79th Pyre 122nd year of Ascendancy at 07:46 see stats
By aaa the Krog Cursed level 50
74th Dusk 123rd year of Ascendancy at 21:52 see stats
By aaa the Krog Cursed level 39
37th Pyre 123rd year of Ascendancy at 09:34 see stats
By aaa the Krog Cursed level 22
20th Haze 122nd year of Ascendancy at 22:29 see stats
By aaa the Krog Cursed level 16
11st Dusk 122nd year of Ascendancy at 09:06 see stats
By aaa the Krog Cursed level 29
52nd Haze 122nd year of Ascendancy at 13:52 see stats
By aaa the Krog Cursed level 50
35th Haze 123rd year of Ascendancy at 03:07 see stats
Log
Mindrot strikes Shadow in the darkness (+23% damage).
Mindrot hits Shadow for 27 mind, 12 darkness (39 total damage).
Shadow's Phase Door is disrupted by his wounds!
aaa performs a melee critical strike against Shadow!
You have taken the life of an experienced foe! (+25 hate)
Aaa's mind surges with critical power!
aaa strikes Shadow in the darkness (+23% damage).
aaa hits Shadow for 399 physical, 1 darkness, 44 arcane, 8 darkness, 135 fire, 22 mind, 11 acid, 283 physical (903 total damage).
aaa killed Shadow!
Shadow casts Phase Door.
Shadow casts Phase Door.
aaa receives 32 healing from Unnatural Body.
aaa receives 32 healing from Unnatural Body.
aaa receives 23 healing from Unnatural Body.
Aaa uses Infusion: Regeneration.
Aaa starts regenerating health quickly.
Resting starts...
Rested for 6 turns.
Aaa deactivates Savage Hunter.
Aaa deactivates Repel.
Aaa deactivates Gloom.
Aaa stops regenerating health quickly.
Aaa deactivates Stalk.
Aaa deactivates Antimagic Shield.