
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 50 / 1625% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 106 (base 66) |
Dexterity | 127 (base 63) |
Constitution | 45 (base 14) |
Magic | 69 (base 36) |
Willpower | 45 (base 8) |
Cunning | 119 (base 60) |
Resources
Life | 1543/1543 |
Positive | 58/177 |
Stamina | 192/192 |
Healing Factor | 1.94 |
Regeneration | 19.109 |
Speed
Mental | +52.41024410652% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 7 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine |
Offense: Mainhand
Damage | 248 |
Accuracy | 81 |
Crit Chance | 114% |
APR | 70 |
Speed | 0.46 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 90% |
Speed | 1 |
Offense: Damage Bonus
All | +22% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 38.65 (86.818181818182%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 46 |
Mental Save | 44 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 41% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Knockback Resistance | 36% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 734% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -741 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 0.90 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery excellence | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Intuitive Shots |
talent | Secrets of the Eternals |
talent | Rapid Shot |
talent | Chant of Fortitude |
talent | Precise Strikes |
talent | Slow Motion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1172. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | 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 14 power out of 20/20) : Effective talent level: 3.6 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | DarkGod's Blessing (22/22, 81-113.4 power, 30 apr) DarkGod's Blessing (22/22, 81-113.4 power, 30 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 81.0 - 113.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 22 On weapon hit: * 47% chance to cause random gloom Travel speed: +200% Damage (Ranged): +30 darkness / +8 blight / +33 cold / +4 arcane Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 blight / +15 cold Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
Light source | Barelatharion BarelatharionInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Changes stats: +7 Wil Critical mult.: +20.00% Maximum encumbrance: +50 Physical save: +9 (+3 eff.) Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Giluruilar the voratun helm (0 def, 5 armour) Giluruilar the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +10 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +9% temporal / +3% fire / +5% arcane / +25% darkness Spell save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | No Diggity (dig speed 5 turns) No Diggity (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +17 Str / +9 Wil Changes resistances: +9% darkness / +10% fire Changes resistances penetration: +25% physical Changes damage: +18% acid / +3% mind Mental crit. chance: +15% Light radius: +3 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 18 cooldown : Effective talent level: 2.7 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +68 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | painweaver's voratun ring of life painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes damage: +6% all Life regen: +1.90 Maximum life: +71.00 Spellpower: +9 (+3 eff.) Mindpower: +14 (+4 eff.) Healing mod.: +21% Rings can have magical properties. |
On fingers | Betema the voratun ring Betema the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +12 Cun Changes resistances: +3% temporal Changes resistances penetration: +5% mind Changes damage: +3% mind / +7% all Grants telepathy: Dragon Disarm immunity: +41% Pinning immunity: +49% Knockback immunity: +36% Hate when firing a critical mind attack: +3.00 Maximum life: +45.00 Maximum hate: +15.00 Spellpower: +14 (+4 eff.) Mindpower: +16 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Khelygarig' drakeskin leather belt 'Khelygarig'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +29.0% Fatigue: -10% Changes stats: +2 Str / +13 Dex / +5 Mag / +10 Cun Maximum encumbrance: +54 Mental crit. chance: +28% Infravision radius: +2 See invisible: +3 A belt that goes around your waist. |
In main hand | dragonbone longbow 'Nimbusmistress' dragonbone longbow 'Nimbusmistress'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. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn Travel speed: +200% Damage (Ranged): +16 acid Burst (radius 1) on hit: +4 temporal When wielded/worn: Ammo reloads per turn: +4 Changes stats: +5 Mag Changes resistances penetration: +10% lightning / +8% temporal / +11% physical Changes damage: +18% acid / +9% temporal / +9% lightning / +10% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
On hands | Elandar, What Now? (0 def, 5 armour) Elandar, What Now? (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +5 Damage (Melee): 20 temporal / 18 darkness / 19 arcane Damage (Ranged): 20 temporal Changes stats: +9 Dex / +10 Mag / +6 Wil / +9 Cun Changes resistances: +1% physical / +15% temporal / +10% arcane / +11% darkness Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +7% temporal / +9% darkness It can be used to activate talent Disperse Magic, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | voratun mail armour 'Silassra' (5 def, 10 armour) voratun mail armour 'Silassra' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 15 physical Changes stats: +5 Str / +4 Dex / +6 Con Changes damage: +6% physical Critical mult.: +3.00% Maximum encumbrance: +10 Life regen: +4.40 Maximum life: +166.00 Healing mod.: +30% A suit of armour made of mail. |
Cloak | cashmere cloak 'Layugara' (2 def, 0 armour) cashmere cloak 'Layugara' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +2 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +3 Wil Changes resistances: +12% nature / +10% blight Life regen: +1.30 Stamina each turn: +0.40 Maximum life: +90.00 Maximum stamina: +18.00 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. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +8 Cun / +15 Con Changes resistances: +10% blight / +5% all Changes damage: +20% lightning Damage affinity(heal): +20% lightning / +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Movement speed: +15% Healing mod.: +30% Chance to avoid any damage: +8% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 367) healing infusion of the duelist (heal 367)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 367 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 357) healing infusion of the duelist (heal 357)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 357 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 341) healing infusion of the sneak (heal 341)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 163) healing infusion of the titan (heal 163)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 274) healing infusion of the warrior (heal 274)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 192) healing infusion of the wizard (heal 192)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -667) heroism infusion (+6 for 11 turns, die at -667)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -667 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+26 for 12 turns, die at -1006) heroism infusion of the duelist (+26 for 12 turns, die at -1006)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 12 turns. While Heroism is active, you will only die when reaching -1006 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+24 for 10 turns, die at -794) heroism infusion of the duelist (+24 for 10 turns, die at -794)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -794 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+22 for 12 turns, die at -956) heroism infusion of the duelist (+22 for 12 turns, die at -956)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 12 turns. While Heroism is active, you will only die when reaching -956 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+12 for 12 turns, die at -687) heroism infusion of the psychic (+12 for 12 turns, die at -687)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 12 turns. While Heroism is active, you will only die when reaching -687 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+11 for 9 turns, die at -504) heroism infusion of the psychic (+11 for 9 turns, die at -504)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -504 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+12 for 11 turns, die at -453) heroism infusion of the titan (+12 for 11 turns, die at -453)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 11 turns. While Heroism is active, you will only die when reaching -453 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+21 for 10 turns, die at -545) heroism infusion of the warrior (+21 for 10 turns, die at -545)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -545 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 10 turns, die at -629) heroism infusion of the wizard (+16 for 10 turns, die at -629)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -629 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 8 turns, die at -773) heroism infusion of the wizard (+16 for 8 turns, die at -773)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. While Heroism is active, you will only die when reaching -773 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+15 for 10 turns, die at -706) heroism infusion of the wizard (+15 for 10 turns, die at -706)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -706 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (660% speed; 7 turns) movement infusion (660% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (328% speed; 7 turns) movement infusion (328% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 328% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (476% speed; 7 turns) movement infusion (476% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (413% speed; 4 turns) movement infusion (413% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 413% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 6 turns) movement infusion (300% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (309% speed; 6 turns) movement infusion (309% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 309% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (412% speed; 4 turns) movement infusion (412% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 412% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (581% speed; 6 turns) movement infusion (581% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (375% speed; 5 turns) movement infusion (375% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 375% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (359% speed; 6 turns) movement infusion (359% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 359% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (505% speed; 8 turns) movement infusion (505% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (323% speed; 6 turns) movement infusion (323% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 323% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (837% speed; 7 turns) movement infusion of the duelist (837% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 837% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (572% speed; 7 turns) movement infusion of the psychic (572% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (435% speed; 4 turns) movement infusion of the psychic (435% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 435% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (659% speed; 4 turns) movement infusion of the sneak (659% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 659% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (721% speed; 4 turns) movement infusion of the warrior (721% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (746% speed; 6 turns) movement infusion of the warrior (746% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (848% speed; 6 turns) movement infusion of the warrior (848% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 848% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (768% speed; 8 turns) movement infusion of the warrior (768% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (553% speed; 6 turns) movement infusion of the wizard (553% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (764% speed; 6 turns) movement infusion of the wizard (764% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 764% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 946 over 5 turns) regeneration infusion of the duelist (heal 946 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 946 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 492 over 5 turns) regeneration infusion of the duelist (heal 492 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 560 over 5 turns) regeneration infusion of the duelist (heal 560 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 560 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 275 over 5 turns) regeneration infusion of the psychic (heal 275 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 481 over 5 turns) regeneration infusion of the titan (heal 481 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 481 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 584 over 5 turns) regeneration infusion of the warrior (heal 584 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 584 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 635 over 5 turns) regeneration infusion of the wizard (heal 635 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 635 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 523 over 5 turns) regeneration infusion of the wizard (heal 523 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 523 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure physical) wild infusion (resist 14%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 24%; cure mental) wild infusion (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 22%; cure mental, magical) wild infusion (resist 22%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 22% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 29%; cure mental) wild infusion (resist 29%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 17%; cure mental) wild infusion (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 23%; cure mental) wild infusion of the duelist (resist 23%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 28%; cure mental) wild infusion of the duelist (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 31%; cure magical) wild infusion of the duelist (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 37%; cure physical) wild infusion of the duelist (resist 37%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure magical) wild infusion of the duelist (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure magical) wild infusion of the psychic (resist 22%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 30%; cure magical) wild infusion of the sneak (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 31%; cure physical) wild infusion of the sneak (resist 31%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 33%; cure magical) wild infusion of the sneak (resist 33%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 20%; cure magical) wild infusion of the titan (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 32%; cure magical) wild infusion of the warrior (resist 32%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 41%; cure physical) wild infusion of the warrior (resist 41%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 26%; cure physical) wild infusion of the warrior (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 17%; cure physical) wild infusion of the wizard (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 27%; cure mental) wild infusion of the wizard (resist 27%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 23%; cure physical) wild infusion of the wizard (resist 23%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (851% regen over 10 turns; 43 instant mana) manasurge rune (851% regen over 10 turns; 43 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 851% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1695% regen over 10 turns; 85 instant mana) manasurge rune of the wizard (1695% regen over 10 turns; 85 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1695% for 10 turns and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 12; power 36; dur 8)phase door rune (range 12; power 36; dur 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 226 for 4 turns) shielding rune (absorb 226 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 226 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 434 for 6 turns) shielding rune (absorb 434 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 796 for 8 turns) shielding rune of the duelist (absorb 796 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 796 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 526 for 5 turns) shielding rune of the duelist (absorb 526 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 526 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 450 for 4 turns) shielding rune of the duelist (absorb 450 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 450 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 431 for 8 turns) shielding rune of the duelist (absorb 431 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 338 for 6 turns) shielding rune of the psychic (absorb 338 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 338 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 528 for 8 turns) shielding rune of the psychic (absorb 528 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 528 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 284 for 5 turns) shielding rune of the psychic (absorb 284 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 476 for 5 turns) shielding rune of the warrior (absorb 476 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 476 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 462 for 3 turns) shielding rune of the warrior (absorb 462 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 499 for 4 turns) shielding rune of the warrior (absorb 499 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 499 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 417 for 4 turns) shielding rune of the warrior (absorb 417 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 417 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 527 for 5 turns) shielding rune of the wizard (absorb 527 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 527 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 495 for 4 turns) shielding rune of the wizard (absorb 495 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 81) teleportation rune of the titan (range 81)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 86) teleportation rune of the titan (range 86)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 120) teleportation rune of the wizard (range 120)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 135) teleportation rune of the wizard (range 135)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bethota the Airspike Bethota the AirspikeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning / +25% fire / +3% mind / +26% cold Changes damage: +21% mind Amulets can have magical properties. |
Blazespiker BlazespikerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% light / +10% arcane Changes damage: +3% light Talent mastery: +0.28 Technique / Archery - bows Light radius: +3 Amulets can have magical properties. |
Ce'Norin Ce'NorinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% lightning Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 241 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Chalihor the gold amulet Chalihor the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +25% temporal Changes damage: +3% arcane Talent mastery: +0.21 Technique / Combat veteran Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 40 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earolatharath the copper amulet Earolatharath the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Spell save: +3 (+1 eff.) Cut immunity: +50% Mana when firing critical spell: +3.00 Spell crit. chance: +2% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 4.0 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 342.13 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. |
Islumina IsluminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +5 Wil Talent mastery: +0.34 Cunning / Survival Reduces incoming crit damage: 15.00% See invisible: +3 Amulets can have magical properties. |
Layoriasebeth the Willowborn Layoriasebeth the WillowbornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Str Changes resistances: +9% nature Changes resistances penetration: +5% lightning / +15% nature Amulets can have magical properties. |
Mayurin the voratun amulet Mayurin the voratun amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Mag Changes resistances: +5% arcane Changes damage: +6% blight Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Amulets can have magical properties. |
Murkrune MurkruneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +2 Con Changes resistances: +6% nature / +25% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Pinning immunity: +48% Knockback immunity: +46% Infravision radius: +3 Amulets can have magical properties. |
Obsidianbone =6mag= Obsidianbone =6mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +6 Mag Changes resistances: +12% darkness / +12% fire Changes resistances penetration: +10% darkness Amulets can have magical properties. |
Runatir the voratun amulet Runatir the voratun amuletInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Changes stats: +5 Wil Changes resistances: +22% blight / +12% cold / +25% nature / +3% temporal Critical mult.: +17.00% Spell save: +6 (+2 eff.) Mental save: +11 (+4 eff.) Blindness immunity: +15% Poison immunity: +49% Disease immunity: +50% Confusion immunity: +21% Pinning immunity: +10% Mindpower: +13 (+4 eff.) Amulets can have magical properties. |
Smearbraid the steel amulet Smearbraid the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Effects on melee hit: * Slows global speed by 40% Changes damage: +3% mind Grants telepathy: Dragon Critical mult.: +12.00% Mental save: +10 (+4 eff.) Equilibrium when hit: +0.08 Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 630.66 physical damage (based on Magic) in a radius of 3, costing 40 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Tarrylathabers TarrylathabersInfused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Str / +2 Wil Changes resistances: +18% nature / +14% blight Grants telepathy: Dragon Critical mult.: +3.00% Mental save: +9 (+3 eff.) Poison immunity: +25% Disease immunity: +36% Confusion immunity: +12% Stamina each turn: +1.00 Maximum life: +10.00 Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
Thunderdeath ThunderdeathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes stats: +1 Str / +1 Mag / +2 Con Changes resistances penetration: +5% lightning / +10% darkness Cut immunity: +80% Healing mod.: +21% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 365 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Thunderreaper ThunderreaperInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +6% blight / +18% cold / +3% lightning / +6% acid Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 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... |
Woewrither WoewritherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +9 Cun Changes resistances: +6% fire Changes resistances penetration: +15% darkness Amulets can have magical properties. |
Yvuvea =5con= Yvuvea =5con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +1 Cun / +5 Con Grants telepathy: Dragon Humanoid/Orc See invisible: +9 Amulets can have magical properties. |
clarifying copper amulet of strength (+3) clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet 'Bloomparry' copper amulet 'Bloomparry'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +3 Str Changes resistances penetration: +15% nature Changes damage: +6% lightning Amulets can have magical properties. |
copper amulet 'Elith' copper amulet 'Elith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +5% physical / +3% light / +3% cold Stamina each turn: +0.30 Amulets can have magical properties. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
grounding copper amulet of strength (+2) grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +29% Amulets can have magical properties. |
grounding stralite amulet of dexterity (+6) grounding stralite amulet of dexterity (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +19% lightning Stun/Freeze immunity: +42% Amulets can have magical properties. |
insulating steel amulet of dexterity (+3) insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +14% fire / +14% cold Amulets can have magical properties. |
restful gold amulet of magic (+3) restful gold amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Mag Life regen: +1.40 Amulets can have magical properties. |
restful steel amulet of strength (+4) restful steel amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Life regen: +1.90 Amulets can have magical properties. |
restful voratun amulet of constitution (+5) restful voratun amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +5 Con Life regen: +3.30 Amulets can have magical properties. |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
stabilizing voratun amulet of willpower (+6) stabilizing voratun amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +28% temporal Pinning immunity: +35% Knockback immunity: +31% Amulets can have magical properties. |
steel amulet 'Blindspire' steel amulet 'Blindspire'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Con Changes resistances: +12% light Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
steel amulet 'Hettathel' steel amulet 'Hettathel'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +2 Str Changes resistances: +3% light Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
stralite amulet 'Infernonull' stralite amulet 'Infernonull'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +3% acid / +3% light / +6% lightning / +34% mind / +9% nature Changes resistances penetration: +10% fire Spell save: +3 (+1 eff.) Blindness immunity: +18% Confusion immunity: +67% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
stralite amulet of soulsearing stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +7% blight / +13% fire Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Deepsbrace' voratun amulet 'Deepsbrace'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze * 10% chance to disease * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +8 Dex Changes resistances: +9% blight Changes resistances penetration: +10% lightning / +5% darkness Amulets can have magical properties. |
voratun amulet 'Duathelvalor' voratun amulet 'Duathelvalor'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 arcane Changes resistances penetration: +15% darkness / +5% arcane Critical mult.: +5.00% Spell save: +26 (+8 eff.) Life regen: +3.90 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Amulets can have magical properties. |
voratun amulet of the eclipse voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 13% chance to blind Changes damage: +15% light / +15% darkness Amulets can have magical properties. |
warmaker's gold amulet of cunning (+6) warmaker's gold amulet of cunning (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Dex / +6 Wil / +4 Cun Amulets can have magical properties. |
warrior's gold amulet of mastery (0.19 Technique / Archery - bows) warrior's gold amulet of mastery (0.19 Technique / Archery - bows)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical Talent mastery: +0.19 Technique / Archery - bows Stamina each turn: +0.70 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 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. |
Arenor ArenorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Mental save: +7 (+3 eff.) Confusion immunity: +26% Psi when hit: +0.04 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Armyrasta the Phlegmwreath Armyrasta the PhlegmwreathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +32% acid / +12% nature Changes resistances penetration: +15% nature Changes damage: +16% acid / +3% nature Rings can have magical properties. |
Bethinn BethinnPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +32% light Changes damage: +16% light / +6% blight Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spell crit. chance: +1% Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ce'Natha Ce'NathaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Con Spell save: +11 (+3 eff.) Maximum stamina: +12.00 Infravision radius: +2 Rings can have magical properties. |
Crackleswift the gold ring Crackleswift the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze * 20% chance to disease Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% blight Changes damage: +12% blight Physical save: +9 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+4 eff.) Rings can have magical properties. |
Dayhash the stralite ring Dayhash the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +28% light Changes damage: +23% light / +6% acid Infravision radius: +3 Rings can have magical properties. |
Emuvea EmuveaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +1 Dex / +2 Cun / +3 Con Changes resistances: +5% arcane Changes damage: +3% arcane Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 112.71 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 22 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Galehunger the stralite ring Galehunger the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 30% chance to daze Changes resistances: +34% acid / +9% fire Changes damage: +17% acid Spell save: +25 (+8 eff.) Rings can have magical properties. |
Gloramina GloraminaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +3% mind Physical save: +20 (+7 eff.) Blindness immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +10% Mana each turn: +0.14 Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gumilrama the stralite ring Gumilrama the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 12 temporal Changes stats: +9 Mag Changes damage: +6% blight / +21% physical Spell save: +18 (+6 eff.) Rings can have magical properties. |
Loryrion the gold ring Loryrion the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +39% Life regen: +3.10 Rings can have magical properties. |
Mardoregodin the Unlightwell Mardoregodin the UnlightwellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +2 Mag / +1 Wil / +10 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% arcane Changes damage: +3% mind Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
Mayigath the copper ring Mayigath the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +1 Cun / +5 Con See invisible: +3 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 36 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Pitchcrypt PitchcryptPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 4 fire Changes resistances: +3% fire Changes resistances penetration: +20% darkness Silence immunity: +35% Mana each turn: +0.24 Rings can have magical properties. |
Porassra the stralite ring =7mag8will= Porassra the stralite ring =7mag8will=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +7 Mag / +8 Wil / +2 Cun Changes damage: +3% arcane / +6% mind Critical mult.: +5.00% Spellpower: +12 (+4 eff.) Mindpower: +10 (+3 eff.) Rings can have magical properties. |
Searsin the steel ring Searsin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +25% Maximum life: +25.00 Rings can have magical properties. |
Strikemight StrikemightPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% arcane / +6% lightning Blindness immunity: +26% Infravision radius: +4 See stealth: +11 See invisible: +9 Rings can have magical properties. |
Uriyon the steel ring Uriyon the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Fatigue: -2% Changes stats: +1 Str / +6 Dex / +6 Cun Changes damage: +9% acid Critical mult.: +6.00% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.06 cold and 19.30 physical damage (based on Willpower) each turn and knocking opponents back, costing 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xaneriavea the steel ring Xaneriavea the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% blight / +6% fire Changes damage: +12% blight Physical save: +9 (+3 eff.) Mental save: +12 (+4 eff.) Rings can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +15 (+5 eff.) Rings can have magical properties. |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Spellpower: +15 (+5 eff.) Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring of blight (+15%) gold ring of blight (+15%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% blight Changes damage: +15% blight Rings can have magical properties. |
gold ring of clarity gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +7 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +26% Infravision radius: +3 See stealth: +14 See invisible: +8 Rings can have magical properties. |
gold ring of time (+12%) gold ring of time (+12%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
marksman's copper ring of frost (+20%) marksman's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
marksman's stralite ring of sensing marksman's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Blindness immunity: +30% Infravision radius: +5 See stealth: +13 See invisible: +16 Rings can have magical properties. |
mule's stralite ring of tenacity mule's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Maximum encumbrance: +28 Disarm immunity: +31% Pinning immunity: +44% Knockback immunity: +42% Maximum life: +37.00 Rings can have magical properties. |
mule's voratun ring mule's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +33 Rings can have magical properties. |
mule's voratun ring mule's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +40 Rings can have magical properties. |
pixie's copper ring pixie's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Spellpower: +5 (+1 eff.) Rings can have magical properties. |
psionicist's gold ring of the mind (+13%) psionicist's gold ring of the mind (+13%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% mind Changes damage: +13% mind Mental save: +8 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of arcana(+0.10/turn) rogue's copper ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
rogue's voratun ring of tenacity rogue's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +36% Maximum life: +39.00 Rings can have magical properties. |
savior's copper ring of clarity savior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +13 (+5 eff.) Confusion immunity: +23% Rings can have magical properties. |
savior's stralite ring of darkness (+34%) savior's stralite ring of darkness (+34%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +34% darkness Changes damage: +17% darkness Physical save: +13 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+6 eff.) Rings can have magical properties. |
savior's stralite ring of time (+14%) savior's stralite ring of time (+14%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +14% temporal Changes damage: +14% temporal Physical save: +11 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Rings can have magical properties. |
savior's stralite ring of warding savior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +23% acid / +18% fire / +18% lightning / +20% cold Physical save: +11 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Rings can have magical properties. |
sneakthief's steel ring of arcana(+0.12/turn) sneakthief's steel ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Cun / +5 Dex Silence immunity: +21% Mana each turn: +0.12 Rings can have magical properties. |
sneakthief's voratun ring sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +10 Cun / +9 Dex Rings can have magical properties. |
sneakthief's voratun ring of frost (+32%) sneakthief's voratun ring of frost (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +7 Cun / +4 Dex Changes resistances: +32% cold Changes damage: +16% cold Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Elywe' steel ring 'Elywe'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +6% light / +3% blight Changes damage: +12% lightning / +6% mind Rings can have magical properties. |
steel ring of lightning (+20%) steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
stralite ring 'Sparkonslaught' stralite ring 'Sparkonslaught'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Grants telepathy: Dragon Mental save: +13 (+5 eff.) Confusion immunity: +49% Knockback immunity: +15% Maximum hate: +4.00 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+1 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of fire (+30%) voratun ring of fire (+30%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% fire Changes damage: +15% fire Rings can have magical properties. |
warrior's gold ring of lightning (+20%) warrior's gold ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
warrior's voratun ring of sensing warrior's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Blindness immunity: +37% Infravision radius: +4 See stealth: +18 See invisible: +17 Rings can have magical properties. |
wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Rings can have magical properties. |
Salilema the Ebonywhisper (76.5-114.75 power, 4 apr) Salilema the Ebonywhisper (76.5-114.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +10 Con Changes resistances: +12% nature / +9% cold Changes resistances penetration: +20% acid / +20% physical Disarm immunity: +49% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing voratun battleaxe of daylight (55.5-83.25 power, 4 apr)arcing voratun battleaxe of daylight (55.5-83.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +26 light / +24 lightning Damage against: +37% Undead Massive two-handed battleaxes. |
Cloudwrest the voratun dagger (38-49.4 power, 9 apr) Cloudwrest the voratun dagger (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Physical crit. chance: +12.0% Damage when hit (Melee): 12 lightning Changes stats: +3 Con Changes resistances penetration: +12% fire / +12% mind / +12% darkness Physical save: +9 (+3 eff.) See invisible: +6 Global speed: +3% Sharp, short and deadly. |
Ebonybliss (66.5-99.75 power, 9 apr) Ebonybliss (66.5-99.75 power, 9 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +20 physical Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +43 Fatigue: -4% Changes stats: +10 Dex / +3 Wil / +2 Con Changes resistances penetration: +38% physical Changes damage: +33% physical Massive two-handed mauls. |
Undeathroar the voratun greatmaul (84-126 power, 4 apr) Undeathroar the voratun greatmaul (84-126 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.0 - 126.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * Slows global speed by 20% * 23% chance to disease Damage (Melee): +27 blight When wielded/worn: Accuracy: +19 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +10 Str / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +10% nature Changes damage: +6% nature / +19% physical Reduces incoming crit damage: 10.00% Disease immunity: +48% Stamina when hit: +4.00 Massive two-handed mauls. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. balanced voratun greatsword of projection (58-92.8 power, 4 apr)balanced voratun greatsword of projection (58-92.8 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.0 - 92.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 mind When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +17 (+6 eff.) Disarm immunity: +55% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Blackkill BlackkillRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn * 40% chance to inflict damage reduction Burst (radius 2) on crit: +6 darkness / +2 blight When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +13.0% Physical power: +13 (+3 eff.) Changes stats: +6 Str Changes resistances: +12% blight Changes resistances penetration: +5% temporal Changes damage: +9% blight Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Coalstreak' dragonbone longbow 'Coalstreak'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. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to inflict damage reduction * 40% chance to disease Damage (Ranged): +15 acid Burst (radius 1) on hit: +2 darkness When wielded/worn: Changes resistances: +18% darkness Changes resistances penetration: +5% blight / +22% physical Changes damage: +19% acid / +15% physical Longbows are used to shoot arrows at your foes. |
runic dragonbone longbow of true flight runic dragonbone longbow of true flightRequires: - 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. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +14.0% Changes stats: +6 Mag Changes damage: +11% arcane Spellpower: +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. voratun longsword of vileness (44.5-62.3 power, 6 apr)voratun longsword of vileness (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 29% chance to disease Damage (Melee): +28 blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of massacre (59.5-83.3 power, 6 apr)acidic voratun mace of massacre (59.5-83.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of projection (45.5-63.7 power, 6 apr)blazebringer's voratun mace of projection (45.5-63.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 mind Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +15% fire Global speed: +6% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying living mindstar of flames (17-18.7 power, 40 apr, nature damage)horrifying living mindstar of flames (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 fire / 10 mind / 10 darkness Changes resistances: +20% fire Changes resistances penetration: +17% fire Changes damage: +13% fire / +10% mind / +9% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +6% 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. |
Poxvice PoxviceRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +6 nature When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Changes resistances penetration: +40% physical Changes damage: +6% fire Critical mult.: +10.00% Maximum life: +70.00 Healing mod.: +5% Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty drakeskin leather sling of recursionmighty drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Str Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 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, costing 132 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." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+11 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level. Zubetira the Brightsage (30-36 power, 6 apr, blight element)Zubetira the Brightsage (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Dex / +2 Con Changes resistances penetration: +15% acid Changes damage: +30% blight / +3% light Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +70.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic voratun waraxe of erosion (40.5-56.7 power, 6 apr)acidic voratun waraxe of erosion (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +15 temporal / +12 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel waraxe of crippling (18.5-25.9 power, 4 apr)caustic dwarven-steel waraxe of crippling (18.5-25.9 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +11% acid Life regen: +1.70 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe (41-57.4 power, 6 apr)elemental voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +17% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming voratun waraxe of daylight (41.5-58.1 power, 6 apr)flaming voratun waraxe of daylight (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +20 fire Damage against: +30% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of ruin (39-54.6 power, 6 apr)warbringer's voratun waraxe of ruin (39-54.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Changes stats: +7 Con Changes resistances penetration: +15% physical Critical mult.: +20.00% Disarm immunity: +35% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Glorimira the drakeskin leather belt Glorimira the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +13 (+3 eff.) Fatigue: -8% Changes stats: +6 Str / +3 Dex / +6 Con Maximum encumbrance: +10 Physical save: +15 (+5 eff.) Size category: +1 A belt that goes around your waist. |
balancing drakeskin leather belt of magery balancing drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +5 Mag / +5 Wil / +4 Cun Spell crit. chance: +5% Mental crit. chance: +15% A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 344.04 cold damage and condensing the air into freezing vapors that deal 114.68 cold damage (based on Magic) each turn for 10 turns, costing 20 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
marshal's elven-silk cloak of mindcraft (3 def, 0 armour) marshal's elven-silk cloak of mindcraft (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +5 Wil / +6 Cun / +6 Con Physical save: +15 (+5 eff.) Maximum life: +106.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+6 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of protection (10 def, 4 armour)elven-silk robe of protection (10 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Physical save: +30 (+10 eff.) 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 elven-silk robe (5 def, 0 armour)stargazer's elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Cun Changes damage: +13% light / +20% darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of life (5 def, 0 armour) stargazer's elven-silk robe of life (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Cun Changes resistances: +16% blight Changes damage: +20% light / +19% darkness Life regen: +5.10 Maximum life: +100.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +8% Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elutha the pair of hardened leather boots (0 def, 3 armour) Elutha the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +15% arcane Changes damage: +3% arcane Only die when reaching: -20.00 life A pair of boots made of leather. |
Girewen the pair of dwarven-steel boots (0 def, 4 armour) Girewen the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 blight Changes resistances: +5% arcane Cut immunity: +5% Silence immunity: +28% Confusion immunity: +32% Pinning immunity: +5% Stun/Freeze immunity: +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorpionwell the pair of drakeskin leather boots (0 def, 5 armour) Scorpionwell the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Fatigue: -3% Changes stats: +15 Lck / +8 Dex Changes resistances: +13% fire / +5% arcane / +11% cold Critical mult.: +9.00% Stealth bonus: +14 Maximum encumbrance: +57 Physical save: +16 (+5 eff.) A pair of boots made of leather. |
Urydin (0 def, 4 armour) Urydin (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +3 Cun / +2 Dex Changes resistances: +9% acid / +6% lightning Changes damage: +9% acid Maximum encumbrance: +28 Physical save: +5 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +16.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xima (2 def, 15 armour) Xima (2 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +4 Cun / +3 Dex Changes resistances: +16% acid / +6% light / +3% darkness / +13% fire / +13% cold / +12% lightning Maximum encumbrance: +49 Physical save: +19 (+6 eff.) Pinning immunity: +10% Teleport immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blightbringer's pair of voratun boots of spellbinding (0 def, 5 armour) blightbringer's pair of voratun boots of spellbinding (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +12 Mag Changes damage: +8% acid / +8% blight Spell save: +4 (+1 eff.) Disease immunity: +38% Spellpower: +7 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of tirelessness (0 def, 5 armour)grounding pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% lightning / +15% temporal Stamina each turn: +1.00 Maximum stamina: +40.00 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. insulating pair of drakeskin leather boots of strife (0 def, 5 armour)insulating pair of drakeskin leather boots of strife (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +6 Wil Changes resistances: +14% fire / +15% cold Changes resistances penetration: +10% physical Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour)pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour) pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots (0 def, 5 armour)wanderer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +25 (+8 eff.) Mental save: +25 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Malachak the Furnaceburst (0 def, 2 armour) Malachak the Furnaceburst (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Changes stats: +5 Cun / +5 Dex Changes resistances: +6% fire Changes resistances penetration: +5% fire It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Offalarc (0 def, 3 armour) Offalarc (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Armour: +3 Effects on melee hit: * 10% chance to disease * Slows global speed by 15% Damage (Melee): 10 acid / 8 fire / 8 lightning / 9 cold Changes stats: +7 Dex / +8 Mag / +4 Wil / +7 Cun Changes resistances: +3% blight Changes damage: +9% arcane It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. 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 voratun gauntlets of dexterity (+6) (0 def, 3 armour)corrosive voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +3 Damage (Melee): 14 acid Changes stats: +6 Dex Changes resistances: +10% acid Changes damage: +11% acid Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Blindcast' (0 def, 2 armour) dwarven-steel gauntlets 'Blindcast' (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +2 Effects on melee hit: * 15% chance to blind Changes stats: +4 Cun / +4 Dex Physical save: +25 (+8 eff.) Teleport immunity: +15% It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Glisevena' (0 def, 2 armour) hardened leather gloves 'Glisevena' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +2 Changes stats: +4 Str / +6 Dex / +7 Cun Changes resistances: +3% blight / +8% darkness / +3% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of the nighthunter (0 def, 16 armour) stone warden's hardened leather gloves of the nighthunter (0 def, 16 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +16 Armour Hardiness: +10% Changes stats: +4 Cun / +11 Con Changes resistances: +10% darkness / +9% physical Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gadhena (0 def, 3 armour) =3wil20life= Gadhena (0 def, 3 armour) =3wil20life=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Critical mult.: +6.00% Stamina each turn: +0.40 Maximum life: +20.00 Mindpower: +5 (+2 eff.) Healing mod.: +10% A cap made of leather. |
Haletorain the cashmere wizard hat (2 def, 0 armour) =6mag7con= Haletorain the cashmere wizard hat (2 def, 0 armour) =6mag7con=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -8% Changes stats: +2 Dex / +6 Mag / +7 Con Changes damage: +13% arcane Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 5.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Ivatha (0 def, 3 armour) =4con= Ivatha (0 def, 3 armour) =4con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +4 Con Changes resistances: +3% temporal Changes resistances penetration: +10% arcane / +20% temporal Physical save: +9 (+3 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Nightravage the dwarven-steel helm (0 def, 4 armour) Nightravage the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Wil Changes resistances: +13% cold Changes resistances penetration: +5% blight Changes damage: +3% arcane Allows you to breathe in: water Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rhudralen the drakeskin leather cap (6 def, 12 armour) Rhudralen the drakeskin leather cap (6 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +1 Str Changes resistances: +11% acid / +2% physical / +11% lightning / +22% fire / +21% cold / +4% all Reduces incoming crit damage: 10.00% Physical save: +27 (+9 eff.) A cap made of leather. |
Rhudurab (0 def, 3 armour) =7wil5mag= Rhudurab (0 def, 3 armour) =7wil5mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +7 Wil Changes damage: +11% blight / +11% arcane / +12% mind Psi when hit: +0.16 Spell crit. chance: +3% Mindpower: +6 (+2 eff.) A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 12 power out of 45/45) : Effective talent level: 2.0 Power cost: 12 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 26% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 19%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Wildrune (3 def, 0 armour) Wildrune (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +16 Mag / +8 Cun / +17 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +41% arcane / +18% nature Mental save: +12 (+4 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 5.0 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Xeryrewe the voratun helm (0 def, 5 armour) Xeryrewe the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +11 Wil / +5 Cun Changes resistances: +15% lightning / +15% physical / +15% temporal Changes damage: +6% blight / +3% arcane Physical save: +14 (+5 eff.) Spell save: +10 (+3 eff.) Mana each turn: +0.28 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Mindpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
aegis elven-silk wizard hat of knowledge (3 def, 0 armour) aegis elven-silk wizard hat of knowledge (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: +7 Cun / +7 Wil Life regen: +6.00 Mindpower: +6 (+2 eff.) Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather cap of dexterity (+6) (0 def, 5 armour)champion's drakeskin leather cap of dexterity (+6) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +10 Dex / +5 Wil Mental save: +11 (+4 eff.) Light radius: +2 A cap made of leather. |
drakeskin leather cap 'Dairusin' (0 def, 5 armour) drakeskin leather cap 'Dairusin' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +10 Dex / +2 Mag / +4 Cun Changes resistances: +6% mind Light radius: +1 See invisible: +3 A cap made of leather. |
drakeskin leather cap 'Scumrebel' (8 def, 12 armour) drakeskin leather cap 'Scumrebel' (8 def, 12 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +12 Defense: +8 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 16 temporal Changes stats: +5 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +9% nature / +7% all Changes resistances penetration: +15% fire Changes damage: +9% fire / +3% nature / +9% light Physical save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) Light radius: +2 A cap made of leather. |
dwarven-steel helm 'Taintvengeance' (0 def, 4 armour) dwarven-steel helm 'Taintvengeance' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +4 Wil / +4 Cun / +7 Lck Changes resistances penetration: +10% nature Grants telepathy: Humanoid/Orc Physical save: +15 (+5 eff.) Maximum hate: +2.00 Spell crit. chance: +4% Mindpower: +3 (+1 eff.) Mental crit. chance: +7% 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. fearwoven elven-silk wizard hat (3 def, 0 armour)fearwoven elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% darkness / +20% physical Changes damage: +19% darkness / +20% physical Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding voratun helm of knowledge (0 def, 5 armour)grounding voratun helm of knowledge (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Changes resistances: +15% lightning / +15% temporal Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Falerogar' (0 def, 3 armour) hardened leather cap 'Falerogar' (0 def, 3 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +5 Str / +8 Wil / +3 Cun Changes resistances: +7% blight / +9% physical / +7% darkness Changes damage: +6% arcane Physical save: +10 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather cap of strength (+10) (0 def, 5 armour)stabilizing drakeskin leather cap of strength (+10) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str Physical save: +23 (+8 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing voratun helm of trickery (0 def, 5 armour)stabilizing voratun helm of trickery (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex Physical save: +16 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Urthiregofast' (0 def, 10 armour) voratun helm 'Urthiregofast' (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +8 Str / +9 Dex Changes resistances: +12% fire / +27% cold Changes damage: +12% acid Spell save: +20 (+6 eff.) Only die when reaching: -40.00 life Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour 'Zubiwe' (5 def, 10 armour) voratun mail armour 'Zubiwe' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +2 Dex / +3 Mag / +6 Wil Changes resistances: +27% blight / +30% cold / +30% darkness / +3% temporal Changes resistances penetration: +5% physical Changes damage: +6% physical Critical mult.: +9.00% Life regen: +4.20 Maximum life: +100.00 Light radius: +2 Healing mod.: +25% A suit of armour made of mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+3 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 5.0 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 248.61 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour (5 def, 8 armour)drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of clarity (5 def, 8 armour)rejuvenating drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +10% mind Mental save: +25 (+9 eff.) Life regen: +6.50 Stamina each turn: +1.60 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour of spell shielding (5 def, 8 armour)spiked drakeskin leather armour of spell shielding (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes resistances: +10% arcane Spell save: +25 (+8 eff.) A suit of armour made of leather. |
Poradakira the Bleakwend (7 def, 13 armour) Poradakira the Bleakwend (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +6 Con Changes resistances: +24% cold / +12% darkness / +6% temporal Changes resistances penetration: +10% nature / +5% temporal Changes damage: +12% temporal Life regen: +3.40 Maximum life: +166.00 Healing mod.: +26% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. cleansing voratun plate armour (9 def, 16 armour)cleansing voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +20% nature / +20% blight A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour (9 def, 16 armour)prismatic voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +20% light / +20% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of temporal resistance (9 def, 16 armour)prismatic voratun plate armour of temporal resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +27% temporal / +20% light / +18% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of fire resistance (9 def, 16 armour)radiant voratun plate armour of fire resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +23% blight / +27% fire / +30% darkness Light radius: +2 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour (9 def, 16 armour)rejuvenating voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Life regen: +5.80 Stamina each turn: +2.40 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of thunder (9 def, 16 armour)voratun plate armour of thunder (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+5 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +10 Str / +10 Mag / +8 Wil Changes resistances: +18% lightning Spellpower: +24 (+7 eff.) Spell crit. chance: +10% Mindpower: +21 (+6 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
Nightoozer (12 def, 15 armour, 318.5 block) Nightoozer (12 def, 15 armour, 318.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 blight / 8 darkness / 4 arcane Changes stats: +7 Con Changes resistances: +13% acid / +13% cold / +13% fire / +20% mind / +13% lightning Changes resistances penetration: +10% blight Changes damage: +3% arcane Talent granted: +5 Block Physical save: +13 (+4 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced voratun shield of resilience (12 def, 15 armour, 286 block)reinforced voratun shield of resilience (12 def, 15 armour, 286 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +76.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of physical resistance (+20%) (12 def, 3 armour, 206 block)voratun shield of physical resistance (+20%) (12 def, 3 armour, 206 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +20% physical Talent granted: +5 Block Handheld deflection devices. |
Lightningquench (23/23, 54-75.6 power, 18 apr) Lightningquench (23/23, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to corrode armour * 17% chance to disease On weapon crit: * splashes the target with acid Damage (Ranged): +13 blight / +39 acid Burst (radius 1) on hit: +12 lightning / +22 fire Arrows are used with bows to pierce your foes to death. |
Nimbuswreck (49/49, 24-33.6 power, 7 apr) Nimbuswreck (49/49, 24-33.6 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 70% Dex, 50% Str Damage type: Lightning Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +7.5% Capacity: 49 Turns elapse between self-loadings: 5 On weapon hit: * 20% chance to daze On weapon crit: * cripple the target Damage (Ranged): +4 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
elemental quiver of dragonbone arrows of annihilation (20/20, 65.5-91.7 power, 25 apr) elemental quiver of dragonbone arrows of annihilation (20/20, 65.5-91.7 power, 25 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +12.0% Capacity: 20 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of the leech (21/21, 54-75.6 power, 18 apr) quiver of dragonbone arrows of the leech (21/21, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * Slows global speed by 18% * leeches stamina from the target Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Curemalice' (20/20, 44.5-62.3 power, 14 apr) quiver of elven-wood arrows 'Curemalice' (20/20, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 20 On weapon hit: * Slows global speed by 40% On weapon crit: * wounds the target Damage (Ranged): +15 bleed / +20 nature Burst (radius 1) on hit: +8 nature Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2560 alchemist agate 2560 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. |
4 onyx 4 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. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isith the iron pickaxe (dig speed 40 turns) =1wil1con= Isith the iron pickaxe (dig speed 40 turns) =1wil1con=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Wil / +1 Con Changes resistances: +10% nature / +3% mind Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Uragund (dig speed 17 turns) Uragund (dig speed 17 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +5 Dex Changes resistances: +3% temporal / +11% darkness / +3% light Damage affinity(heal): +15% darkness Light radius: +1 Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
11 emerald 11 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. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 66 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Dazzlewend DazzlewendInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 16 light Changes stats: +3 Cun / +9 Wil Changes resistances: +3% all Changes damage: +6% light Critical mult.: +18.00% Spell save: +14 (+4 eff.) Light radius: +9 Heals friendly targets nearby when you use a nature summon: +30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Haligund the Greenwell =3con= Haligund the Greenwell =3con=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con Changes resistances: +7% blight / +6% temporal Confusion immunity: +5% Life regen: +2.20 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Serpentream the dwarven lantern Serpentream the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +3 Str / +4 Mag / +8 Wil / +2 Cun Changes damage: +6% nature / +6% mind Critical mult.: +20.00% Mental save: +12 (+4 eff.) Maximum hate: +2.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 345 cold damage (based on your Magic), costing 14 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (102 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xanemitha XanemithaInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +2 Con / +8 Wil Changes resistances: +9% mind Changes damage: +15% mind Physical save: +6 (+2 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Glimmerstriker' dwarven lantern 'Glimmerstriker'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 nature / 26 fire Changes resistances: +6% light / +9% fire Changes resistances penetration: +10% light / +15% nature Changes damage: +6% nature Physical save: +15 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +19 (+7 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching dwarven lantern of health scorching dwarven lantern of healthPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +7% fire Maximum life: +80.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+3 eff.) Maximum life: +49.00 Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 10 power out of 25/25) : Effective talent level: 5.0 Power cost: 10 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming One =5wil= Eye of the Dreaming One =5wil=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 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 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 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 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Dull red runes are etched all over this blackened skull. |
74 alchemist bloodstone 74 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. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 134 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4) Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 580.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Adugakira the voratun torque of charged psionic shield [power 139] (14 cooldown) Adugakira the voratun torque of charged psionic shield [power 139] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Equilibrium when hit: +0.04 Psi when hit: +0.04 Mana when firing critical spell: +3.00 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 139 for 7 turns, putting all charms on cooldown for 14 turns. When used: 200% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
Duskseam [power 34] (14 cooldown) Duskseam [power 34] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Cun / +2 Dex Grants telepathy: Dragon Demon/Major Demon/Minor It can be used to teleport randomly (rad 34), putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Flashroar the voratun torque of kinetic psionic shield [power 279] (22 cooldown) Flashroar the voratun torque of kinetic psionic shield [power 279] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +3% nature / +6% mind Changes damage: +15% mind / +12% fire It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 279 for 7 turns, putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Gloomsmasher the stralite torque of kinetic psionic shield [power 131] (14 cooldown) Gloomsmasher the stralite torque of kinetic psionic shield [power 131] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +3 Con Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
Ulykath [power 131] (14 cooldown) Ulykath [power 131] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% acid / +3% light / +5% arcane Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Critical mult.: +10.00% Mental save: +6 (+2 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield 'Ce'Nenn' [power 63] (20 cooldown) steel torque of thermal psionic shield 'Ce'Nenn' [power 63] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag Maximum wards: +1 physical / +1 mind / +2 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +2 Telekinetic Blast +1 Ward Critical mult.: +5.00% Damage Shield penetration: +30% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinomitta [power 66] (14 cooldown) Eilinomitta [power 66] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Str / +1 Mag / +1 Con Maximum wards: +4 acid / +4 nature / +3 light Changes damage: +9% acid Talents granted: +1 Ward +9 Lay Web It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 70%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Narin the Shimmerbloom [power 6] (10 cooldown) Narin the Shimmerbloom [power 6] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +3% lightning / +3% nature / +5% arcane Changes damage: +6% lightning Talent granted: +3 Lay Web Spell save: +20 (+6 eff.) It can be used to remove up to 6 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 17 stamina. 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 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Xussra the dragonbone totem of thorny skin [power 119] (19 cooldown) Xussra the dragonbone totem of thorny skin [power 119] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Maximum life: +20.00 It can be used to harden the skin for 7 turns increasing armour by 119 and armour hardiness by 70%, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. forceful dragonbone totem of cure ailments [power 4] (7 cooldown)forceful dragonbone totem of cure ailments [power 4] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments 'Gloomgrit' [power 3] (7 cooldown) yew totem of cure ailments 'Gloomgrit' [power 3] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +3% blight / +3% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Stamina each turn: +0.60 It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bregelin [power 14] (4 cooldown) Bregelin [power 14] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Talent granted: +5 Strike Life regen: +1.00 Maximum life: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 77 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 124 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 24 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Scorchspawner [power 62] (10 cooldown) Scorchspawner [power 62] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Maximum wards: +3 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +10% temporal Talent granted: +1 Ward It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. bright dragonbone wand of conjuration [power 433] (7 cooldown)bright dragonbone wand of conjuration [power 433] (7 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 216 to 433, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of clairvoyance 'Scorchspire' [power 14] (4 cooldown) elven-wood wand of clairvoyance 'Scorchspire' [power 14] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes damage: +6% fire Critical mult.: +15.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +1% It can be used to reveal the area around you, dispelling darkness (radius 14, power 77 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. quick dragonbone wand of conjuration [power 313] (6 cooldown)quick dragonbone wand of conjuration [power 313] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 156 to 313, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 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. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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 Eirin the Shalore Archer level 33
47th Pyre 123rd year of Ascendancy at 08:56 see stats
By Eirin the Shalore Archer level 28
15th Pyre 123rd year of Ascendancy at 16:47 see stats
By Eirin the Shalore Archer level 33
45th Pyre 123rd year of Ascendancy at 03:23 see stats
By Eirin the Shalore Archer level 38
5th Mirth 123rd year of Ascendancy at 07:06 see stats
By Eirin the Shalore Archer level 45
30th Haze 123rd year of Ascendancy at 17:07 see stats
By Eirin the Shalore Archer level 36
77th Pyre 123rd year of Ascendancy at 05:49 see stats
By Eirin the Shalore Archer level 11
45th Dusk 122nd year of Ascendancy at 23:04 see stats
By Eirin the Shalore Archer level 35
60th Pyre 123rd year of Ascendancy at 13:24 see stats
By Eirin the Shalore Archer level 43
8th Haze 123rd year of Ascendancy at 23:07 see stats
By Eirin the Shalore Archer level 43
8th Haze 123rd year of Ascendancy at 20:48 see stats
By Eirin the Shalore Archer level 50
18th Pyre 124th year of Ascendancy at 09:42 see stats
By Eirin the Shalore Archer level 20
33rd Haze 122nd year of Ascendancy at 10:23 see stats
By Eirin the Shalore Archer level 26
46th Regrowth 123rd year of Ascendancy at 05:39 see stats
By Eirin the Shalore Archer level 28
73rd Regrowth 123rd year of Ascendancy at 22:35 see stats
By Eirin the Shalore Archer level 50
9th Pyre 124th year of Ascendancy at 17:59 see stats
By Eirin the Shalore Archer level 50
38th Regrowth 124th year of Ascendancy at 21:44 see stats
By Eirin the Shalore Archer level 31
37th Pyre 123rd year of Ascendancy at 12:19 see stats
By Eirin the Shalore Archer level 26
34th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Eirin the Shalore Archer level 10
28th Dusk 122nd year of Ascendancy at 06:49 see stats
By Eirin the Shalore Archer level 20
30th Haze 122nd year of Ascendancy at 15:39 see stats
By Eirin the Shalore Archer level 30
25th Pyre 123rd year of Ascendancy at 17:56 see stats
By Eirin the Shalore Archer level 40
23rd Dusk 123rd year of Ascendancy at 00:17 see stats
By Eirin the Shalore Archer level 50
6th Allure 124th year of Ascendancy at 04:05 see stats
By Eirin the Shalore Archer level 50
61st Regrowth 124th year of Ascendancy at 07:23 see stats
By Eirin the Shalore Archer level 50
18th Pyre 124th year of Ascendancy at 09:41 see stats
By Eirin the Shalore Archer level 50
45th Regrowth 124th year of Ascendancy at 19:20 see stats
By Eirin the Shalore Archer level 18
13rd Haze 122nd year of Ascendancy at 08:54 see stats
By Eirin the Shalore Archer level 35
72nd Pyre 123rd year of Ascendancy at 22:44 see stats
By Eirin the Shalore Archer level 23
1st Decay 122nd year of Ascendancy at 15:16 see stats
By Eirin the Shalore Archer level 35
72nd Pyre 123rd year of Ascendancy at 22:41 see stats
By Eirin the Shalore Archer level 13
63rd Dusk 122nd year of Ascendancy at 14:06 see stats
By Eirin the Shalore Archer level 28
15th Pyre 123rd year of Ascendancy at 16:47 see stats
By Eirin the Shalore Archer level 47
48th Haze 123rd year of Ascendancy at 21:24 see stats
By Eirin the Shalore Archer level 10
29th Dusk 122nd year of Ascendancy at 18:06 see stats
By Eirin the Shalore Archer level 40
29th Dusk 123rd year of Ascendancy at 14:20 see stats
By Eirin the Shalore Archer level 23
2nd Decay 122nd year of Ascendancy at 10:45 see stats
By Eirin the Shalore Archer level 26
46th Regrowth 123rd year of Ascendancy at 06:45 see stats
By Eirin the Shalore Archer level 16
4th Haze 122nd year of Ascendancy at 21:49 see stats
By Eirin the Shalore Archer level 32
44th Pyre 123rd year of Ascendancy at 03:17 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eirin picks up ( .): voratun longsword of vileness (44.5-62.3 power, 6 apr).
Eirin picks up ( .): quick dragonbone wand of conjuration [power 313] (6 cooldown).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eirin picks up ( .): voratun plate armour of thunder (9 def, 16 armour).
Ran for 14 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Eirin deactivates Chant of Fortitude.
Eirin deactivates Secrets of the Eternals.
Eirin deactivates Slow Motion.
Eirin deactivates Precise Strikes.
Eirin deactivates Rapid Shot.
Eirin deactivates Intuitive Shots.