The Mighty Quinn the level 50 Skeleton Marauder by Shoob

'The Mighty Quinn the level 50 Skeleton Marauder' by user Shoob


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameThe Mighty Quinn
SexMale
TypeSkeleton Marauder
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level50
Exp239%
Gold814
Died
  • Killed by The Mighty Quinn at level 29 on the 5th Flare 123rd year of Ascendancy at 04:44
1 times (now alive)
Primary Stats
Strength317
Dexterity312
Magic291
Willpower287
Cunning290
Constitution295

Resources
Life2314/2314
Stamina812/812
Mana1677/1779
Positive0/197
Equilibrium20
Inscriptions (5/5)
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 10.
Phase Door
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 1040 damage for 5 turns.
Its effects scale with your Dexterity stat.
Shielding
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 354 with a minimum range of 15.
Its effects scale with your Strength stat.
Teleportation
Rune Of The Rift
Effective talent level: 1.0
Use mode: Activated
Range: 4.00
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Inflicts 1414.82 temporal damage. If your target survives it will be sent 4 turns into the future.
It will also lower your paradox by 120 (if you have any).
Rune
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield absorbing at most 1044 damage for 4 turns.
Its effects scale with your Constitution stat.
Shielding

Offense
Accuracy (main Hand)100
Damage (main Hand)446
APR (main Hand)174
Crit (main Hand)191%
Speed (main Hand)1.00
Accuracy (off Hand)100
Damage (off Hand)532
APR (off Hand)177
Crit(off Hand)196%
Speed(off Hand)1.00
Spellpower100
Spell Crit101
Spell Speed1
All Damage9%
Physical Damage36%
Arcane Damage19%
Fire Damage17%
Cold Damage25%
Blight Damage13%
Light Damage15%
Defense
Fatigue14
Armour26
Armour Hardiness75
Defense100
Ranged Defense100
Physical Save89
Spell Save88
Mental Save85
All Resists(cap)125%( 70%)
Cold Resist(cap) 70%( 70%)
Lightning Resist(cap) 70%( 70%)
Poison Resistance100%
Bleed Resistance100%
Confusion Resistance75%
Pinning Resistance47%
Stun Resistance100%
Fear Resistance100%
Knockback Resistance54%

Talents
Technique / Dual Weapons(mastery 1.70)
  • Dual Weapon Training (class)
Effective talent level: 8.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases the damage of the off-hand weapon to 171%.
5/5
  • Dual Weapon Defense (class)
Effective talent level: 8.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to block incoming blows with your weapons, increasing your defense by 225.
5/5
  • Precision (class)
Effective talent level: 8.5
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learned to hit the right spot, increasing your armor penetration by 137.
Armor penetration will increase with your Dexterity stat.
5/5
  • Momentum (class)
Effective talent level: 8.5
Use mode: Sustained
Stamina cost: 50
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases attack speed by 119%, but drains stamina quickly(-6 stamina/turn).
5/5
Technique / Dual Techniques(mastery 1.70)
  • Dual Strike (class)
Effective talent level: 8.5
Use mode: Activated
Stamina cost: 17.175
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Hit with your offhand weapon for 174% damage. If the attack hits, the target is stunned for 10 turns and you hit it with your mainhand weapon doing 174% damage.
Stun chance increase with your Dexterity stat.
5/5
  • Flurry (class)
Effective talent level: 8.5
Use mode: Activated
Stamina cost: 17.175
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 118% damage.
5/5
  • Sweep (class)
Effective talent level: 8.5
Use mode: Activated
Stamina cost: 34.35
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Attack your foes in a frontal arc doing 191% weapon damage and making your targets bleed for 156 each turn for 12 turns.
5/5
  • Whirlwind (class)
Effective talent level: 8.5
Use mode: Activated
Stamina cost: 34.35
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Spin around, damaging all targets around you with both weapons for 211%.
5/5
Technique / Battle Tactics(mastery 1.40)
  • Greater Weapon Focus (class)
Effective talent level: 7.0
Use mode: Activated
Stamina cost: 28.625
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: instant
Description: Concentrate on your blows, each strike has 185% chance to deal another similar blow for 13 turns.
This works for all blows, even ones from other talents and shield bashes.
The chance increases with your Dexterity.
5/5
  • Step Up (class)
Effective talent level: 7.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: After killing a foe you have 100% chances to gain a 1000% movement speed bonus for 1 game turns.
The bonus disappears as soon as any action other than moving is done.
Note: since you will be moving very fast, game turns will pass very slowly.
5/5
  • Bleeding Edge (class)
Effective talent level: 7.0
Use mode: Activated
Stamina cost: 27.48
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Lashes at the target, doing 183% weapon damage.
If the attack hits the target will bleed for 342% weapon damage over 7 turns and all healing will be reduced by 70%.
5/5
  • True Grit (class)
Effective talent level: 7.0
Use mode: Sustained
Stamina cost: 70
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Take a defensive stance to resist the onslaught of your foes.
For each 10% of your total life you lack, you gain 5% global damage resistance.
This consumes stamina rapidly(-6 stamina/turn).
5/5
Technique / Field Control(mastery 1.50)
  • Disengage (generic)
Effective talent level: 1.5
Use mode: Activated
Stamina cost: 22.9
Range: 7.00
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Jump away 3 grids from your target.
1/5
  • Track (generic)
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 22.9
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Sense foes around you in a radius of 222 for 10 turns.
The radius will increase with the Cunning stat
5/5
  • Heave (generic)
Effective talent level: 1.5
Use mode: Activated
Stamina cost: 22.9
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A mighty kick that pushes your target away 3 grids.
If another creature is in the way it will also be pushed away.
Knockback chance increase with your Dexterity stat.
1/5
  • Slow Motion (generic)
Effective talent level: 7.5
Use mode: Sustained
Stamina cost: 80
Range: 10.00
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your great dexterity allows you to see incoming projectiles (spells, arrows, ...), slowing them down by 90%.
5/5
Technique / Combat Techniques(mastery 1.80)
  • Precise Strikes (class)
Effective talent level: 9.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 191 and critical chance by 116%.
The effects will increase with your Dexterity stat.
5/5
  • Rush (class)
Effective talent level: 9.0
Use mode: Activated
Stamina cost: 25.19
Range: 10.00
Cooldown: -1
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage.
If the attack hits the target is dazed for 3 turns.
You must rush from at least 2 tiles away.
5/5
  • Perfect Strike (class)
Effective talent level: 9.0
Use mode: Activated
Stamina cost: 11.45
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 10 turns.
5/5
  • Blinding Speed (class)
Effective talent level: 9.0
Use mode: Activated
Stamina cost: 28.625
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: instant
Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 81% for 5 turns.
5/5
Technique / Combat Veteran(mastery 1.50)
  • Quick Recovery (class)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your combat focus allows you to regenerate stamina faster (+2.50 stamina/turn).
5/5
  • Fast Metabolism (class)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your combat focus allows you to regenerate life faster (+5.00 life/turn).
5/5
  • Spell Shield (class)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Rigorous training allows you to be more resistant to some spell effects. (+30 spell save).
5/5
  • Unending Frenzy (class)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You revel in the death of your foes, regaining 15 stamina with each death.
5/5
Technique / Combat Training(mastery 1.80)
  • Thick Skin (generic)
Effective talent level: 9.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 15%
5/5
  • Armour Training (generic)
Effective talent level: 1.8
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Teaches the usage of armours. Increases armour value by 3 and reduces chance to be critically hit by 3% when wearing a heavy mail armour or a massive plate armour.
It also increases armour hardiness by 9%.
At level 1 it allows you to wear gauntlets, helms and heavy boots.
At level 2 it allows you to wear heavy mail armour.
At level 3 it allows you to wear shields.
At level 4 it allows you to wear massive plate armour.

1/10
  • Combat Accuracy (generic)
Effective talent level: 18.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 90.
10/10
  • Weapons Mastery (generic)
Effective talent level: 18.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 90. Also increases damage done with swords, axes, maces by 67%
10/10
  • Knife Mastery (generic)
Effective talent level: 18.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases Physical Power by 90. Also increases damage done with knives by 67%
10/10
Technique / Mobility(mastery 1.50)
  • Hack'n'Back (generic)
Effective talent level: 1.5
Use mode: Activated
Stamina cost: 34.35
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 73% damage, distracting it while you jump back 2 squares away.
1/5
  • Mobile Defence (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Whilst wearing leather or lighter armour you gain 60% defence and 45% armour hardiness.
5/5
  • Light Of Foot (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You are light on foot, handling your armour better. Each step you take regenerates 1.00 stamina and your fatigue is permanently reduced by 8%.
At level 3 you are able to walk so lightly that you never trigger traps that require pressure.
5/5
  • Strider (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You literally dance around your foes, increasing movement speed by 10% and reducing the cooldown of Hack'n'Back, Rush, Disengage and Evasion by 5 turns.
5/5
Technique / Thuggery(mastery 2.00)
  • Skullcracker (class)
Effective talent level: 10.0
Use mode: Activated
Stamina cost: 22.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3149.38 physical damage. If the attack hits the target is confused for 8 turns.
Damage done increases with the quality of your headgear, your strength and your physical damage bonuses.
Confusion power and chance increase with your Dexterity stat.
5/5
  • Riot-born (class)
Effective talent level: 10.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attunement to violence has given you 50% resistance to stuns and confusion arising in battle.
5/5
  • Vicious Strikes (class)
Effective talent level: 10.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You know how to hit the right places, giving +25% critical damage modifier and 20 armour penetration.
5/5
  • Total Thuggery (class)
Effective talent level: 10.0
Use mode: Sustained
Stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: You go all out, trying to burn down your foes as fast as possible.
Every hit in battle has +84% critical chance and +64% physical penetration, but each strike drains 7 stamina.
5/5
Cunning / Poisons(mastery 1.10)
  • Vile Poisons (class)
Effective talent level: 5.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Learn how to coat your weapons with poison. Each level you will learn a new kind of poison:
Level 1: Deadly Poison
Level 2: Numbing Poison
Level 3: Insidious Poison
Level 4: Crippling Poison
Level 5: Stoning Poison
New poisons can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 110%. (The effect varies for each poison).
Coating your weapons in poisons does not break stealth.
You may only have two poisons active at once.
Every time you hit a creature with one of your weapons you have 48% chance to randomly apply one of your active poisons.
The chance to apply a poison lowers if the target already has poisons.
5/5
  • Venomous Strike (class)
Effective talent level: 5.5
Use mode: Activated
Stamina cost: 8.015
Range: melee/personal
Cooldown: 5
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing nature damage depending on the number of poisons on the target:
- 0 poisons: 92%
- 1 poisons: 194%
- 2 poisons: 296%
- 3 poisons: 398%

5/5
  • Empower Poisons (class)
Effective talent level: 5.5
Use mode: Activated
Stamina cost: 17.175
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Description: Reduce the duration of all poisons on the target by 50% but increases their damage by 444%.
Effect increases with your Cunning.
5/5
  • Toxic Death (class)
Effective talent level: 5.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you kill a creature all the poisons affecting it will have 60% chances to spread to each adjacent foes.
5/5
Cunning / Dirty Fighting(mastery 1.50)
  • Dirty Fighting (class)
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 11.45
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 81% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 11 turns.
Stun chance increase with talent level and your Dexterity stat.
5/5
  • Backstab (class)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit gives you a big advantage against stunned targets; all your hits will have a 75% greater chance of being critical.
5/5
  • Switch Place (class)
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 57.25
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you evasion(50%) for 8 turns.
While switching places your weapon(s) will connect with the target, not damaging it but on hit effects can trigger.
5/5
  • Cripple (class)
Effective talent level: 7.5
Use mode: Activated
Stamina cost: 34.35
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You hit your target doing 151% damage. If your attack hits, the target is crippled for 11 turns, losing 129% accuracy and 110% damage.
Hit chance improves with talent level and your Dexterity stat.
5/5
Cunning / Survival(mastery 1.50)
  • Trap Detection (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your attention to detail allows you to detect traps around you (544 detection 'power').
5/5
  • Heightened Senses (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You notice the small things others do not notice, allowing you to "see" creatures in a 12 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
5/5
  • Trap Disarm (generic)
Effective talent level: 7.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (544 disarm power).
5/5
  • Evasion (generic)
Effective talent level: 7.5
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your quick wit allows you to see attacks before they come, granting you a 188% chance to completely evade them for 33 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
5/5
Cunning / Tactical(mastery 1.40)
  • Tactical Expert (class)
Effective talent level: 7.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your defense is increased by 10 for every adjacent visible foe up to a maximum of +207 defense.
The maximum defense increase will scale with the cunning stat.
5/5
  • Counter Attack (class)
Effective talent level: 7.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: When you avoid a melee blow you have a 136% chance to get a free, automatic attack against your foe for 97% damage.
Unarmed fighters using it do consider it a strike for the purpose of stance damage bonuses (if have any) and will have a damage bonus.
Armed fighters use it normaly.
The chance of countering increases with the cunning stat.
5/5
  • Set Up (class)
Effective talent level: 7.0
Use mode: Activated
Stamina cost: 13.74
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases defense by 112 for 9 turns. When you avoid a melee blow you set the target up, increasing the chance of you landing a critical strike on them by 62% and reducing their saving throws by 62.
The defense increase will scale with the cunning stat.
5/5
  • Exploit Weakness (class)
Effective talent level: 7.0
Use mode: Sustained
Stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Systematically find the weaknesses in your opponents physical resists at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack you reduce their physical resistance by 5% up to a maximum of 49%.

5/5
Spell / Stone Alchemy(mastery 1.20)
  • Extract Gems (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 6.45
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Extract magical gems from metal weapons and armours. At this skill level you can work with:
-Iron
-Steel
-Dwarven-steel
-Stralite
-Voratun
5/5
  • Imbue Item (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 103.2
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Imbue a body armour with a gem, granting it additional powers.
You can only imbue items once, and it is permanent.
5/5
  • Gem Portal (generic)
Effective talent level: 3.6
Use mode: Activated
Mana cost: 25.8
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Crush 5 alchemists gems into dust to mark an impassable terrain. You immediately enter it and appear on the other side of the obstacle.
Works up to 25 grids away.
3/5
  • Stone Touch (generic)
Effective talent level: 6.0
Use mode: Activated
Mana cost: 58.05
Range: 6.00
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Touch your foe and turn it to stone for 6 turns.
Stoned creatures are unable to act or regen life and are very brittle.
If a stoned creature is hit by an attack that deals more than 30% of its life it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning and somewhat resistant to physical attacks.
At level 3 it will become a beam.
5/5
Wild-gift / Harmony(mastery 15.00)
  • Waters Of Life (generic)
Effective talent level: 15.0
Use mode: Activated
Equilibrium cost: 10
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: instant
Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you.
For 20 turns all poisons and diseases will heal you instead of damaging you.
When activated it also heals you for 156 life per diseases or poisons on you.
The healing will increase with your Willpower stat.
1/5
  • Elemental Harmony (generic)
Effective talent level: 75.0
Use mode: Sustained
Equilibrium cost: 20
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Befriend the natural elements that constitute nature. Each time you are hit by one of the elements you gain a special effect for 80 turns. This can only happen every 80 turns.
Fire: +479% global speed
Cold: +153 armour
Lightning: +75 to all stats
Acid: +155.00 life regen
Nature: +110% to all resists
5/5
  • One With Nature (generic)
Effective talent level: 15.0
Use mode: Activated
Equilibrium cost: 15
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Commune with nature, removing the infusion saturation effect and reducing the cooldown of 1 infusions by 8 turns.
1/5
  • Healing Nexus (generic)
Effective talent level: 75.0
Use mode: Activated
Equilibrium cost: 24
Range: melee/personal
Cooldown: 20
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A wave a natural energies flow around you in a radius of 6, all creatures hit will suffer healing nexus for 8 turns.
While under the effect all healing done to the creature will instead heal you for 790% of the heal value (and no healing at all goes to the target).
Each heal leeched will also restore 80 equilibrium
5/5
Celestial / Chants(mastery 1.20)
  • Chant Of Fortitude (generic)
Effective talent level: 6.0
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 90 physical and spell save.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 35.63 light damage.
You may only have one Chant active at once.
The saves and damage will increase with the Magic stat
5/5
  • Chant Of Fortress (generic)
Effective talent level: 6.0
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 28% physical damage resistance.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 35.63 light damage.
You may only have one Chant active at once.
The resistance and damage will increase with the Magic stat
5/5
  • Chant Of Resistance (generic)
Effective talent level: 6.0
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 25% elemental resistances.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 35.63 light damage.
You may only have one Chant active at once.
The resistance and damage will increase with the Magic stat
5/5
  • Chant Of Light (generic)
Effective talent level: 6.0
Use mode: Sustained
Positive energy cost: 20
Range: 10.00
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: instant
Description: Chant the glory of the sun, granting you 64% more light damage.
In addition it surrounds you with a shield of light, damaging anything that attacks you for 35.63 light damage.
Your lite radius is also increased by 6.
You may only have one Chant active at once.
The effects will increase with the Magic stat
5/5
Celestial / Light(mastery 1.20)
  • Healing Light (generic)
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -11.45
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: An invigorating ray of Sunlight shines on you, healing your body for 611 life.
The life healed will increase with the Magic stat
5/5
  • Bathe In Light (generic)
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -22.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A magical zone of Sunlight appears around you, healing all within a radius of 3 for 50.51 per turn and increasing healing effects on those within by 51%. The effect lasts 8 turns.
It will also light up the affected zone.
The life healed will increase with the Magic stat
5/5
  • Barrier (generic)
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -22.9
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: A protective shield forms around you that lasts for up to 10 turns, negating 655 damage.
The max damage barrier can absorb will increase with your Magic stat.
5/5
  • Providence (generic)
Effective talent level: 6.0
Use mode: Activated
Positive energy cost: -22.9
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Places you under light's protection, regenerating your body for 64 life and removing a single negative effect from you each turn for 8 turns.
The life healed will increase with the Magic stat
5/5
Undead / Skeleton(mastery 1.30)
  • Skeleton (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Improves your skeletal condition, increasing strength and dexterity by 10.
5/5
  • Bone Armour (generic)
Effective talent level: 6.5
Use mode: Activated
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Creates a shield of bones absorbing 1597 damage. Lasts for 10 turns.
The damage absorbed increases with dexterity.
5/5
  • Resilient Bones (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by 54%.
5/5
  • Re-assemble (generic)
Effective talent level: 6.5
Use mode: Activated
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Re-position some of your bones, healing yourself for 650.
At level 5 you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once)
5/5
Current Effects
TalentPrecision
TalentTotal Thuggery
TalentElemental Harmony
TalentStoning Poison
TalentSlow Motion
TalentCrippling Poison
Quests
Achievements
A Dangerous Secret
Found the mysterious staff and told Last Hope about it.
By The Mighty Quinn the Skeleton Marauder level 33
78th Dusk 123rd year of Ascendancy at 17:14
Against All Odds
Killed Ukruk in the ambush.
By The Mighty Quinn the Skeleton Marauder level 32
76th Dusk 123rd year of Ascendancy at 11:46
Arachnophobia
Destroyed the spydric menace.
By The Mighty Quinn the Skeleton Marauder level 46
32nd Regrowth 124th year of Ascendancy at 02:31
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.
By The Mighty Quinn the Skeleton Marauder level 38
62nd Haze 123rd year of Ascendancy at 10:51
Back And There Again
Opened a portal to the Far East from Maj'Eyal.
By The Mighty Quinn the Skeleton Marauder level 41
74th Haze 123rd year of Ascendancy at 03:28
Brave New World
Went to the Far East and took part in the war.
By The Mighty Quinn the Skeleton Marauder level 34
5th Haze 123rd year of Ascendancy at 08:22
Clone War
Destroyed your own Shade.
By The Mighty Quinn the Skeleton Marauder level 50
80th Regrowth 124th year of Ascendancy at 01:04
Curse Lifter
Killed Ben Cruthdar the Cursed.
By The Mighty Quinn the Skeleton Marauder level 12
4th Dusk 122nd year of Ascendancy at 03:25
Destroyer Of The Creation
Killed Slasul.
By The Mighty Quinn the Skeleton Marauder level 42
2nd Decay 123rd year of Ascendancy at 06:30
Destroyer's Bane
Killed Golbug the Destroyer.
By The Mighty Quinn the Skeleton Marauder level 33
1st Haze 123rd year of Ascendancy at 23:14
Dragon's Greed
Amass 8000 gold pieces.
By The Mighty Quinn the Skeleton Marauder level 47
37th Regrowth 124th year of Ascendancy at 01:13
Earth Master
Killed Harkor'Zun and unlocked Stone magic
By The Mighty Quinn the Skeleton Marauder level 24
17th Pyre 123rd year of Ascendancy at 06:17
Exterminator
Killed 1000 creatures
By The Mighty Quinn the Skeleton Marauder level 16
67th Haze 122nd year of Ascendancy at 00:53
Eye Of The Storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By The Mighty Quinn the Skeleton Marauder level 20
25th Regrowth 123rd year of Ascendancy at 06:01
Flooder
Defeated Ukllmswwik while doing his own quest.
By The Mighty Quinn the Skeleton Marauder level 41
1st Decay 123rd year of Ascendancy at 06:11
Gem Of The Moon
Completed the Master Jeweler quest with Limmir.
By The Mighty Quinn the Skeleton Marauder level 49
55th Regrowth 124th year of Ascendancy at 09:46
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
By The Mighty Quinn the Skeleton Marauder level 45
28th Regrowth 124th year of Ascendancy at 06:31
Home Sweet Home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By The Mighty Quinn the Skeleton Marauder level 19
3rd Regrowth 123rd year of Ascendancy at 11:46
Level 10
Got a character to level 10.
By The Mighty Quinn the Skeleton Marauder level 10
3rd Summertide 122nd year of Ascendancy at 02:54
Level 20
Got a character to level 20.
By The Mighty Quinn the Skeleton Marauder level 20
23rd Regrowth 123rd year of Ascendancy at 12:14
Level 30
Got a character to level 30.
By The Mighty Quinn the Skeleton Marauder level 30
42nd Dusk 123rd year of Ascendancy at 15:23
Level 40
Got a character to level 40.
By The Mighty Quinn the Skeleton Marauder level 40
65th Haze 123rd year of Ascendancy at 16:09
Level 50
Got a character to level 50.
By The Mighty Quinn the Skeleton Marauder level 50
59th Regrowth 124th year of Ascendancy at 11:46
Orcrist
Killed the leaders of the Orc Pride.
By The Mighty Quinn the Skeleton Marauder level 50
11st Pyre 124th year of Ascendancy at 06:05
Race Through Fire
Raced through the fires of the Charred Scar to stop the Sorcerers.
By The Mighty Quinn the Skeleton Marauder level 46
29th Regrowth 124th year of Ascendancy at 23:53
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By The Mighty Quinn the Skeleton Marauder level 12
9th Dusk 122nd year of Ascendancy at 17:30
Savior Of The Damsels In Distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By The Mighty Quinn the Skeleton Marauder level 28
35th Pyre 123rd year of Ascendancy at 07:26
Size Is Everything
Do over 1500 damage in one attack
By The Mighty Quinn the Skeleton Marauder level 29
32nd Dusk 123rd year of Ascendancy at 03:49
Size Matters
Do over 600 damage in one attack
By The Mighty Quinn the Skeleton Marauder level 28
33rd Pyre 123rd year of Ascendancy at 01:41
Sliders
Activated a portal using the Orb of Many Ways.
By The Mighty Quinn the Skeleton Marauder level 34
2nd Haze 123rd year of Ascendancy at 08:29
The Arena
Unlocked Arena mode.
By The Mighty Quinn the Skeleton Marauder level 10
3rd Summertide 122nd year of Ascendancy at 22:04
The Right Thing To Do
You did the righteous thing in the ring of blood and disposed of the Blood Master.
By The Mighty Quinn the Skeleton Marauder level 50
37th Pyre 124th year of Ascendancy at 04:02
The Bigger The Better!
Do over 3000 damage in one attack
By The Mighty Quinn the Skeleton Marauder level 46
29th Regrowth 124th year of Ascendancy at 21:04
The Secret City
Discovered the truth about mages.
By The Mighty Quinn the Skeleton Marauder level 19
11st Regrowth 123rd year of Ascendancy at 21:55
There And Back Again
Opened a portal to Maj'Eyal from the Far East.
By The Mighty Quinn the Skeleton Marauder level 36
30th Haze 123rd year of Ascendancy at 20:22
Treasure Hoarder
Amass 3000 gold pieces.
By The Mighty Quinn the Skeleton Marauder level 27
28th Pyre 123rd year of Ascendancy at 07:32
Treasure Hunter
Amass 1000 gold pieces.
By The Mighty Quinn the Skeleton Marauder level 18
1st Regrowth 123rd year of Ascendancy at 02:56
Vampire Crusher
Destroyed the Master in its lair of the Dreadfell.
By The Mighty Quinn the Skeleton Marauder level 31
75th Dusk 123rd year of Ascendancy at 19:07

Equipment
In Main Hand
Crystalline Voratun longsword (56.25-78.75 power, 6 apr)

Sharp, long, and deadly.

Requires:
- Strength 48
3.00 Encumbrance.

Type: weapon / longsword

It is part of a set of items.
Base power: 56.3 - 78.8
Uses stat: 100% Str
Damage type:
Arcane
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
When wielded/worn:
Physical power:
+12
Changes stats:
+3 Wil / +3 Con
Changes damage:
+10% arcane
Spellpower:
+12
Crystalline Voratun longsword (56.25-78.75 power, 6 apr)
In Off Hand
voratun dagger 'Islessra' (38-49.4 power, 9 apr)

Sharp, short and deadly.

Requires:
- Dexterity 48
Powered by
arcane forces
Infused by
nature
Crafted by
a master
1.00 Encumbrance.

Type: weapon / dagger

Base power: 38.0 - 49.4
Uses stats: 45% Dex, 45% Str
Damage type:
Physical
Armour Penetration:
+9
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+20 slime / +13 ice
When wielded/worn:
Physical power:
+7
Defense:
+6
Damage when the wearer hits(melee):
5 darkness
voratun dagger 'Islessra' (38-49.4 power, 9 apr)
On Fingers
firelord's gold ring of massacre (+7%)

Rings can have magical properties.

Powered by arcane forces
Infused by
nature
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Damage when the wearer hits(melee):
8 fire
Changes resistances penetration:
+10% fire
Changes damage:
+7% physical / +8% fire
firelord's gold ring of massacre (+7%)
On Fingers
Ring of the War Master

A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes stats:
+3 Str / +3 Dex / +3 Con
Talent masteries:
+0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Combat veteran +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Warcries +0.30 Technique / Archery training +0.30 Technique / Dual weapons
Ring of the War Master
Around Neck
protective voratun amulet of murder

Amulets can have magical properties.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Accuracy:
+7
Armour penetration:
+6
Physical crit. chance:
+4.0%
Armour:
+3
Defense:
+6
Critical mult.:
+15.00%
Physical save:
+21
protective voratun amulet of murder
Light Source
Light of Quinn

Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.

Powered by arcane forces
Infused by
nature
Crafted by
a master
1.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Changes stats:
+6 Con
Changes resistances:
+30% cold
Changes damage:
+16% cold
Poison immunity:
+25%
Disease immunity:
+24%
Pinning immunity:
+22%
Stun/Freeze immunity:
+25%
Knockback immunity:
+24%
Life regen:
+3.00
Spellpower:
+6
Spell crit. chance:
+6%
Light radius:
+6
See invisible:
+15
Healing mod.:
+30%
Light of Quinn
Main Armor
Behemoth Hide (Goedalath Rock) (4 def, 6 armour)

A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special...

Requires:
- Strength 22
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Physical power:
+12
Armour:
+6
Defense:
+4
Ranged Defense:
+8
Fatigue:
+10%
Changes stats:
+2 Str / +2 Con
Damage when the wearer is hit:
34 darkness
Changes damage:
+9% all
Grants telepathy:
Demon/Major Demon/Minor
Maximum encumberance:
+20
Knockback immunity:
+10%
Life regen:
+0.70
Stamina each turn:
+0.70
Maximum life:
+45.00
Maximum stamina:
+43.00
Spellpower:
+16
Infravision radius:
+3
See invisible:
+14
Healing mod.:
+50%
Size category:
+1
Behemoth Hide (Goedalath Rock) (4 def, 6 armour)
Cloak
Cloak of Deception

A black cloak, with subtle illusion enchantments woven in its very fabric.

Powered by arcane forces
1.00 Encumbrance.

[Plot Item]
Type: armor / cloak

When wielded/worn:
Physical power:
+5
Spellpower:
+5
Cloak of Deception
On Head
Steel Helm of Garkul (0 def, 6 armour)

A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live.

Requires:
- Strength 16
- Talent Armour Training
Infused by
nature
3.00 Encumbrance.

Type: armor / head

It is part of a set of items.
When wielded/worn:
Armour:
+6
Fatigue:
+8%
Changes stats:
+5 Str / +4 Wil / +5 Con
Changes damage:
+10% physical
Talent mastery:
+0.20 Technique / Thuggery
Physical save:
+12
Spell save:
+12
Mental save:
+12
Skullcracker multiplicator:
+5
Steel Helm of Garkul (0 def, 6 armour)
Around Waist
monstrous rough leather belt of burglary

A belt that goes around your waist.

Crafted by a master
1.00 Encumbrance.

Type: armor / belt

When wielded/worn:
Physical power:
+5
Changes stats:
+4 Dex
Critical mult.:
+11.00%
Trap disarming bonus:
+6
Infravision radius:
+3
Size category:
+1
monstrous rough leather belt of burglary
On Hands
Dakhtun's Gauntlets (0 def, 6 armour)

Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might.

Requires:
- Talent Armour Training
Powered by
arcane forces
Crafted by
a master
1.50 Encumbrance.

Type: armor / hands

When wielded/worn:
Physical crit. chance:
+10.0%
Armour:
+6
Changes stats:
+6 Str / +6 Mag
Changes damage:
+10% physical
Critical mult.:
+50.00%
Spell crit. chance:
+10%
Dakhtun's Gauntlets (0 def, 6 armour)
On Feet
Ivoranne the Radiancefist (0 def, 5 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+5
Fatigue:
+4%
Changes stats:
+2 Cun / +3 Dex
Changes resistances:
+9% lightning
Changes damage:
+6% light
Confusion immunity:
+15%
Pinning immunity:
+25%
Stun/Freeze immunity:
+86%
Knockback immunity:
+20%
It can be used to activate talent Disengage (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 5 grids from your target.
Ivoranne the Radiancefist (0 def, 5 armour)
Tool
Tooth of the Mouth (dig speed 12 turns)

A huge tooth taken from the Mouth, in the Deep Bellow.

Powered by unknown forces
3.00 Encumbrance.

Type: tool / digger

When wielded/worn:
Armour penetration:
+5
Damage when the wearer is hit:
15 blight
Changes damage:
+4% blight
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Tooth of the Mouth (dig speed 12 turns)
Inventory
This item will automatically be transmogrified when you leave the level.
wild infusion (resist 30%; cure physical)

Natural infusions may be grafted onto your body, granting you an on-demand ability.

Infused by nature
0.10 Encumbrance.

Type: scroll / infusion

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 30% for 6 turns.

It can be used to inscribe your skin with the infusion..
wild infusion (resist 30%; cure physical)
This item will automatically be transmogrified when you leave the level.
heat beam rune (266 fire damage)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 6.00
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to fire a beam of heat doing 265.59 fire damage over 5 turns.

It can be used to inscribe your skin with the rune..
heat beam rune (266 fire damage)
This item will automatically be transmogrified when you leave the level.
heat beam rune (181 fire damage)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 8.00
Cooldown: 16
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to fire a beam of heat doing 181.35 fire damage over 5 turns.

It can be used to inscribe your skin with the rune..
heat beam rune (181 fire damage)
This item will automatically be transmogrified when you leave the level.
heat beam rune (266 fire damage)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: 7.00
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to fire a beam of heat doing 265.59 fire damage over 5 turns.

It can be used to inscribe your skin with the rune..
heat beam rune (266 fire damage)
This item will automatically be transmogrified when you leave the level.
teleportation rune (range 73)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 17
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15.

It can be used to inscribe your skin with the rune..
teleportation rune (range 73)
teleportation rune (range 20)

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Powered by arcane forces
0.10 Encumbrance.

Type: scroll / rune

When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 14
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15.

It can be used to inscribe your skin with the rune..
teleportation rune (range 20)
archmage's stralite amulet of healing

Amulets can have magical properties.

Powered by arcane forces
Infused by
nature
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Changes damage:
+4% fire / +5% cold / +6% lightning / +6% acid
Cut immunity:
+70%
Spellpower:
+4
Spell crit. chance:
+5%
Healing mod.:
+19%
It can be used to activate talent Heal (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Call upon the forces of nature to heal your body for 568 life.
The life healed will increase with your Spellpower.
archmage's stralite amulet of healing
savior's stralite amulet of the chosen

Amulets can have magical properties.

Crafted by a master
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Defense:
+6
Damage when the wearer hits(melee):
7 light
Damage when the wearer is hit:
9 light
Changes resistances:
+10% light
Physical save:
+8
Spell save:
+9
Mental save:
+7
savior's stralite amulet of the chosen
vitalizing voratun amulet of the chosen

Amulets can have magical properties.

Infused by nature
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Changes stats:
+4 Con
Damage when the wearer hits(melee):
7 light
Damage when the wearer is hit:
11 light
Changes resistances:
+9% light / +9% blight
Physical save:
+8
Life regen:
+0.90
Maximum life:
+64.00
Maximum stamina:
+12.00
vitalizing voratun amulet of the chosen
voratun amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

voratun amulet
voratun amulet

Amulets can have magical properties.

0.10 Encumbrance.

Type: jewelry / amulet

voratun amulet
This item will automatically be transmogrified when you leave the level.
voratun amulet of soulsearing

Amulets can have magical properties.

Powered by arcane forces
0.10 Encumbrance.

Type: jewelry / amulet

When wielded/worn:
Changes resistances:
-11% mind / -10% fire
Changes damage:
+10% mind / +11% fire
Critical mult.:
+21.00%
Spellpower:
+12
voratun amulet of soulsearing
Orb of Many Ways

The orb projects images of distant places, some that seem to not be of this world, switching rapidly.
If used near a portal it could probably activate it.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: jewelry / orb

It can be used to activate a portal, costing 10 power out of 30/30.
Orb of Many Ways
gold ring of life

Rings can have magical properties.

Infused by nature
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Life regen:
+1.00
Maximum life:
+72.00
Healing mod.:
+15%
gold ring of life
This item will automatically be transmogrified when you leave the level.
mule's voratun ring of tenacity

Rings can have magical properties.

Powered by arcane forces
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Fatigue:
-7%
Maximum encumberance:
+33
Disarm immunity:
+30%
Pinning immunity:
+40%
Knockback immunity:
+40%
mule's voratun ring of tenacity
This item will automatically be transmogrified when you leave the level.
otherworldly voratun ring of tenacity

Rings can have magical properties.

Powered by arcane forces
Crafted by
a master
0.10 Encumbrance.

Type: jewelry / ring

When wielded/worn:
Changes resistances:
+5% arcane
Changes damage:
+20% arcane
Disarm immunity:
+30%
Pinning immunity:
+30%
Knockback immunity:
+30%
Light radius:
+2
otherworldly voratun ring of tenacity
voratun ring

Rings can have magical properties.

0.10 Encumbrance.

Type: jewelry / ring

voratun ring
voratun ring

Rings can have magical properties.

0.10 Encumbrance.

Type: jewelry / ring

voratun ring
This item will automatically be transmogrified when you leave the level.
elemental voratun battleaxe of defense (59.5-89.25 power, 4 apr)

Massive two-handed battleaxes.

Requires:
- Strength 48
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / battleaxe
It must be held with both hands.

Base power: 59.5 - 89.3
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+8.0%
Attack speed:
100%
Damage when this weapon hits:
+17 acid / +12 lightning / +13 ice / +21 fire
When wielded/worn:
Defense:
+6
elemental voratun battleaxe of defense (59.5-89.25 power, 4 apr)
voratun battleaxe of sacrifice (58-87 power, 4 apr)

Massive two-handed battleaxes.

Requires:
- Strength 48
Crafted by
a master
3.00 Encumbrance.

Type: weapon / battleaxe
It must be held with both hands.

Base power: 58.0 - 87.0
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+8.0%
Attack speed:
100%
When wielded/worn:
Physical crit. chance:
+5.0%
Physical power:
+9
It can be used to activate talent Life Tap (costing 80 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 10.00
Travel Speed: instantaneous
Description: Tap your life force to provide a furious boost, increasing all your damage by 12% for 7 turns.
voratun battleaxe of sacrifice (58-87 power, 4 apr)
This item will automatically be transmogrified when you leave the level.
phase voratun dagger (38.5-50.05 power, 22 apr)

Sharp, short and deadly.

Requires:
- Dexterity 48
Powered by
arcane forces
1.00 Encumbrance.

Type: weapon / dagger

Base power: 38.5 - 50.1
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+22
Physical crit. chance:
+10.0%
Attack speed:
100%
phase voratun dagger (38.5-50.05 power, 22 apr)
voratun dagger of plague (38-49.4 power, 9 apr)

Sharp, short and deadly.

Requires:
- Dexterity 48
Powered by
arcane forces
1.00 Encumbrance.

Type: weapon / dagger

Base power: 38.0 - 49.4
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+9
Physical crit. chance:
+10.0%
Attack speed:
100%
Damage when this weapon hits:
+46 blight
When wielded/worn:
Changes stats:
+4 Mag / -8 Con
Disease immunity:
+25%
It can be used to activate talent Epidemic (costing 80 power out of 80/80) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 6.00
Travel Speed: instantaneous
Description: Infects the target with a very contagious disease doing 59.56 damage per turn for 6 turns.
If any blight damage from non-diseases hits the target, the epidemic may activate and spread a random disease to nearby targets within a radius 2 ball.
Creatures suffering from that disease will also suffer healing reduction (56%).
The damage will increase with your Magic stat, and the spread chance increases with the blight damage.
voratun dagger of plague (38-49.4 power, 9 apr)
warbringer's voratun dagger of accuracy (38-49.4 power, 9 apr)

Sharp, short and deadly.

Requires:
- Dexterity 48
Crafted by
a master
1.00 Encumbrance.

Type: weapon / dagger

Base power: 38.0 - 49.4
Uses stats: 45% Str, 45% Dex
Damage type:
Physical
Armour Penetration:
+9
Physical crit. chance:
+10.0%
Attack speed:
100%
When wielded/worn:
Accuracy:
+20
Physical power:
+14
Changes stats:
+3 Con
Changes resistances penetration:
+12% physical
Disarm immunity:
+32%
warbringer's voratun dagger of accuracy (38-49.4 power, 9 apr)
This item will automatically be transmogrified when you leave the level.
voratun greatmaul of corruption (64-96 power, 4 apr)

Massive two-handed maul.

Requires:
- Strength 48
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / greatmaul
It must be held with both hands.

Base power: 64.0 - 96.0
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+12 darkness / +29 blight
When wielded/worn:
Physical crit. chance:
+11.0%
See invisible:
+19
voratun greatmaul of corruption (64-96 power, 4 apr)
This item will automatically be transmogrified when you leave the level.
shocking voratun greatsword of ruin (60.5-96.8 power, 4 apr)

Massive two-handed swords.

Requires:
- Strength 48
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 60.5 - 96.8
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+5.0%
Attack speed:
100%
Damage when this weapon hits:
+13 lightning
When wielded/worn:
Armour penetration:
+3
Physical crit. chance:
+7.0%
Changes stats:
+6 Str
Critical mult.:
+14.00%
shocking voratun greatsword of ruin (60.5-96.8 power, 4 apr)
slime-covered steel greatsword (24-38.4 power, 2 apr)

Massive two-handed swords.

Requires:
- Strength 16
Infused by
nature
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 24.0 - 38.4
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+2
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+16 slime
slime-covered steel greatsword (24-38.4 power, 2 apr)
This item will automatically be transmogrified when you leave the level.
slime-covered voratun greatsword of crippling (60.5-96.8 power, 4 apr)

Massive two-handed swords.

Requires:
- Strength 48
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / greatsword
It must be held with both hands.

Base power: 60.5 - 96.8
Uses stat: 120% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+5.0%
Attack speed:
100%
Damage when this weapon hits:
+30 slime
When wielded/worn:
Physical crit. chance:
+7.0%
slime-covered voratun greatsword of crippling (60.5-96.8 power, 4 apr)
This item will automatically be transmogrified when you leave the level.
thaloren dragonbone longbow of great speed

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
60%
Firing range:
+10
Default ammo(infinite):
Base power: 52.0 - 72.8
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+18
Physical crit. chance:
+3.0%
When wielded/worn:
Changes damage:
+13% physical
Talents cooldown: Volley of Arrows (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
thaloren dragonbone longbow of great speed
This item will automatically be transmogrified when you leave the level.
yew longbow of great speed

Longbows are used to shoot arrows at your foes.

Requires:
- Dexterity 24
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / longbow
It must be held with both hands.

Attack speed:
60%
Firing range:
+8
Default ammo(infinite):
Base power: 32.5 - 45.5
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+10
Physical crit. chance:
+2.0%
yew longbow of great speed
This item will automatically be transmogrified when you leave the level.
quick voratun longsword of crippling (43.5-60.9 power, 6 apr)

Sharp, long, and deadly.

Requires:
- Strength 48
Crafted by
a master
3.00 Encumbrance.

Type: weapon / longsword

Base power: 43.5 - 60.9
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
90%
When wielded/worn:
Accuracy:
+14
Physical crit. chance:
+6.0%
Changes stats:
+7 Cun / +4 Dex
quick voratun longsword of crippling (43.5-60.9 power, 6 apr)
This item will automatically be transmogrified when you leave the level.
caustic dwarven-steel mace of defense (27-37.8 power, 4 apr)

Blunt and deadly.

Requires:
- Strength 24
Crafted by
a master
3.00 Encumbrance.

Type: weapon / mace

Base power: 27.0 - 37.8
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+4
Physical crit. chance:
+1.5%
Attack speed:
100%
Damage when this weapon hits:
+14 acid
When wielded/worn:
Defense:
+5
Damage when the wearer is hit:
11 acid
Changes resistances penetration:
+8% acid
caustic dwarven-steel mace of defense (27-37.8 power, 4 apr)
This item will automatically be transmogrified when you leave the level.
mystic voratun mace of corruption (46-64.4 power, 6 apr)

Blunt and deadly.

Requires:
- Strength 48
Powered by
arcane forces
3.00 Encumbrance.

Type: weapon / mace

Base power: 46.0 - 64.4
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+3.0%
Attack speed:
100%
Damage when this weapon hits:
+13 darkness / +20 blight
When wielded/worn:
Physical crit. chance:
+7.0%
Changes stats:
+6 Wil / +6 Mag
Spell crit. chance:
+9%
See invisible:
+20
mystic voratun mace of corruption (46-64.4 power, 6 apr)
This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
80%
Firing range:
+10
Default ammo(infinite):
Base power: 53.0 - 63.6
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
When wielded/worn:
Changes damage:
+8% physical
Talents cooldown: Multishot (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
halfling drakeskin leather sling
This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling of great speed

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
60%
Firing range:
+10
Default ammo(infinite):
Base power: 50.0 - 60.0
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
When wielded/worn:
Changes damage:
+14% physical
Talents cooldown: Multishot (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
halfling drakeskin leather sling of great speed
This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling of great speed

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
60%
Firing range:
+10
Default ammo(infinite):
Base power: 54.0 - 64.8
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
When wielded/worn:
Changes damage:
+11% physical
Talents cooldown: Multishot (
-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn)
halfling drakeskin leather sling of great speed
This item will automatically be transmogrified when you leave the level.
steady drakeskin leather sling

Slings are used to hurl stones or metal shots at your foes.

Requires:
- Dexterity 48
- Talent Shoot
Crafted by
a master
4.00 Encumbrance.

Type: weapon / sling

Attack speed:
80%
Firing range:
+10
Default ammo(infinite):
Base power: 50.5 - 60.6
Uses stats: 50% Cun, 70% Dex
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
When wielded/worn:
Talent cooldown: Steady Shot (
-1 turn)
steady drakeskin leather sling
bloodlich's dragonbone staff of might (34.5-41.4 power, 6 apr, nature damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 48
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 34.5 - 41.4
Uses stat: 100% Mag
Damage type:
Nature
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
When wielded/worn:
Changes stats:
+9 Mag
Changes damage:
+11% fire / +11% cold / +10% lightning / +8% acid
Spellpower:
+7
Spell crit. chance:
+21%
bloodlich's dragonbone staff of might (34.5-41.4 power, 6 apr, nature damage)
magma dragonbone staff of divination (35-42 power, 6 apr, blight damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 48
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 35.0 - 42.0
Uses stat: 100% Mag
Damage type:
Blight
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
When wielded/worn:
Changes damage:
+25% fire
Talent mastery:
+0.30 Spell / Divination
Spellpower:
+7
Spell crit. chance:
+5%
magma dragonbone staff of divination (35-42 power, 6 apr, blight damage)
This item will automatically be transmogrified when you leave the level.
polar dragonbone staff of ruination (33.5-40.2 power, 6 apr, darkness damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 48
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 33.5 - 40.2
Uses stat: 100% Mag
Damage type:
Darkness
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
When wielded/worn:
Damage when the wearer is hit:
9 ice
Changes damage:
+12% cold / +11% nature / +5% blight
Spellpower:
+17
Spell crit. chance:
+5%
It can be used to activate talent Corrupted Negation (costing 80 power out of 80/80) :
Effective talent level: 2.0
Use mode: Activated
Power cost: 80 out of 80/80.
Range: 10.00
Travel Speed: instantaneous
Description: Project a corrupted blast of power that deals 108.18 blight damage and removes 2 magical or physical effects from any creatures caught in the radius 3 ball.
The damage will increase with Magic stat.
polar dragonbone staff of ruination (33.5-40.2 power, 6 apr, darkness damage)
This item will automatically be transmogrified when you leave the level.
shimmering dragonbone staff (32.5-39 power, 6 apr, acid damage)

Staves designed for wielders of magic, by the greats of the art.

Requires:
- Magic 48
Powered by
arcane forces
5.00 Encumbrance.

Type: weapon / staff
It must be held with both hands.

Base power: 32.5 - 39.0
Uses stat: 100% Mag
Damage type:
Acid
Armour Penetration:
+6
Physical crit. chance:
+5.0%
Attack speed:
100%
When wielded/worn:
Maximum mana:
+90.00
Spellpower:
+7
Spell crit. chance:
+5%
shimmering dragonbone staff (32.5-39 power, 6 apr, acid damage)
This item will automatically be transmogrified when you leave the level.
glacial voratun waraxe of paradox (40-56 power, 6 apr)

One-handed war axes.

Requires:
- Strength 48
Powered by
arcane forces
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
Attack speed:
100%
Damage when this weapon hits:
+31 cold / +33 temporal
When wielded/worn:
Damage when the wearer is hit:
9 ice / 10 temporal
Changes resistances:
+14% temporal
Changes resistances penetration:
+16% cold
glacial voratun waraxe of paradox (40-56 power, 6 apr)
This item will automatically be transmogrified when you leave the level.
vile voratun waraxe of crippling (40-56 power, 6 apr)

One-handed war axes.

Requires:
- Strength 48
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 40.0 - 56.0
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
Attack speed:
100%
Damage when this weapon hits:
+51 slime
When wielded/worn:
Physical crit. chance:
+7.0%
Damage when the wearer is hit:
14 slime
Changes resistances penetration:
+16% nature
vile voratun waraxe of crippling (40-56 power, 6 apr)
This item will automatically be transmogrified when you leave the level.
vile voratun waraxe of ruin (39.5-55.3 power, 6 apr)

One-handed war axes.

Requires:
- Strength 48
Infused by
nature
Crafted by
a master
3.00 Encumbrance.

Type: weapon / waraxe

Base power: 39.5 - 55.3
Uses stat: 100% Str
Damage type:
Physical
Armour Penetration:
+6
Physical crit. chance:
+7.0%
Attack speed:
100%
Damage when this weapon hits:
+18 slime
When wielded/worn:
Armour penetration:
+6
Physical crit. chance:
+5.0%
Changes stats:
+5 Str
Damage when the wearer is hit:
16 slime
Changes resistances penetration:
+24% nature
Critical mult.:
+16.00%
vile voratun waraxe of ruin (39.5-55.3 power, 6 apr)
Salessra (3 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Infused by nature
Crafted by
a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Accuracy:
+12
Armour penetration:
+9
Physical power:
+1
Defense:
+3
Changes stats:
+5 Cun / +2 Mag
Critical mult.:
+27.00%
Stealth bonus:
+27
Maximum life:
+41.00
Salessra (3 def, 0 armour)
This item will automatically be transmogrified when you leave the level.
restorative elven-silk cloak (3 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Infused by nature
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+3
Poison immunity:
+17%
Cut immunity:
+30%
Life regen:
+1.00
Healing mod.:
+18%
restorative elven-silk cloak (3 def, 0 armour)
This item will automatically be transmogrified when you leave the level.
spellcowled elven-silk cloak of implacability (3 def, 0 armour)

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Powered by arcane forces
Crafted by
a master
2.00 Encumbrance.

Type: armor / cloak

When wielded/worn:
Defense:
+3
Physical save:
+4
Spell save:
+3
Mental save:
+4
Blindness immunity:
+10%
Confusion immunity:
+38%
Pinning immunity:
+30%
Knockback immunity:
+30%
spellcowled elven-silk cloak of implacability (3 def, 0 armour)
outcast's elven-silk robe of acid resistance (5 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Defense:
+5
Changes stats:
+7 Mag
Changes resistances:
-12% physical / +7% arcane / +19% acid
Physical save:
+12
Spell save:
+9
Mental save:
+11
outcast's elven-silk robe of acid resistance (5 def, 0 armour)
shimmering elven-silk robe of Angolwen (5 def, 0 armour)

A cloth vestment. It offers no intrinsic protection but can be enchanted.

Powered by arcane forces
2.00 Encumbrance.

Type: armor / cloth

When wielded/worn:
Defense:
+5
Changes stats:
+5 Mag / +4 Wil / +4 Cun / +4 Con
Maximum mana:
+50.00
shimmering elven-silk robe of Angolwen (5 def, 0 armour)
This item will automatically be transmogrified when you leave the level.
blood-soaked pair of drakeskin leather boots of stability (0 def, 5 armour)

A pair of boots made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour penetration:
+6
Physical power:
+5
Armour:
+5
Fatigue:
+5%
Pinning immunity:
+23%
Stun/Freeze immunity:
+22%
Knockback immunity:
+18%
blood-soaked pair of drakeskin leather boots of stability (0 def, 5 armour)
reinforced pair of voratun boots of heaving (0 def, 14 armour)

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / feet

When wielded/worn:
Armour:
+14
Fatigue:
+4%
Changes stats:
+7 Str
Changes resistances:
+11% fire / +5% cold / +9% lightning / +11% acid
Poison immunity:
-18%
Disease immunity:
-24%
Pinning immunity:
+25%
Knockback immunity:
+19%
It can be used to activate talent Heave (costing 40 power out of 80/80) :
Effective talent level: 6.0
Use mode: Activated
Power cost: 40 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: A mighty kick that pushes your target away 8 grids.
If another creature is in the way it will also be pushed away.
Knockback chance increase with your Dexterity stat.
reinforced pair of voratun boots of heaving (0 def, 14 armour)
This item will automatically be transmogrified when you leave the level.
contortionist's drakeskin leather gloves of strength (+5) (0 def, 3 armour)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+3
Changes stats:
+5 Str / +6 Dex
Pinning immunity:
+19%
Stun/Freeze immunity:
+10%
Knockback immunity:
+16%
contortionist's drakeskin leather gloves of strength (+5) (0 def, 3 armour)
This item will automatically be transmogrified when you leave the level.
heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Crafted by a master
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+7
Changes stats:
+4 Con
Changes resistances:
+12% cold / +14% fire
Physical save:
+9
Spell save:
+7
Mental save:
+7
Maximum life:
+48.00
It can be used to activate talent Juggernaut (costing 80 power out of 80/80) :
Effective talent level: 5.2
Use mode: Activated
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 20% for 20 turns.
heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour)
This item will automatically be transmogrified when you leave the level.
spellstreaming drakeskin leather gloves of magic (+5) (0 def, 3 armour)

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Powered by arcane forces
1.00 Encumbrance.

Type: armor / hands

When wielded/worn:
Armour:
+3
Changes stats:
+4 Wil / +5 Mag
Spellpower:
+2
Spell crit. chance:
+4%
spellstreaming drakeskin leather gloves of magic (+5) (0 def, 3 armour)
This item will automatically be transmogrified when you leave the level.
catburglar's drakeskin leather cap of ire (0 def, 5 armour)

A cap made of leather.

Crafted by a master
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+5
Fatigue:
+5%
Changes stats:
+4 Str / +9 Dex
Changes resistances:
+9% darkness
Physical save:
+10
Mental save:
+6
Infravision radius:
+4
It can be used to activate talent Battle Cry (costing 80 power out of 80/80) :
Effective talent level: 2.6
Use mode: Activated
Power cost: 80 out of 80/80.
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 18 for 7 turns, making them easier to hit.
Lowering defense chance increase with your Strength stat.
catburglar's drakeskin leather cap of ire (0 def, 5 armour)
This item will automatically be transmogrified when you leave the level.
catburglar's voratun helm (0 def, 5 armour)

A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.

Requires:
- Talent Armour Training
Crafted by
a master
3.00 Encumbrance.

Type: armor / head

When wielded/worn:
Armour:
+5
Fatigue:
+5%
Changes stats:
+10 Dex
Changes resistances:
+8% darkness
Infravision radius:
+3
catburglar's voratun helm (0 def, 5 armour)
This item will automatically be transmogrified when you leave the level.
runed elven-silk wizard hat of warding (3 def, 0 armour)

A pointy cloth hat, very wizardly...

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: armor / head

When wielded/worn:
Defense:
+3
Mana each turn:
+0.16
It can be used to activate talent Circle of Warding (costing 50 power out of 80/80) :
Effective talent level: 3.0
Use mode: Activated
Power cost: 50 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Creates a circle of radius 3 at your feet, it slows incoming projectiles 18% and attempts to push all creatures other then yourself out of its radius, inflicting 20.48 light damage and 19.42 darkness damage per turn as it does so. The circle lasts 6 turns.
The slow effect and damage will increase with the Magic stat.
runed elven-silk wizard hat of warding (3 def, 0 armour)
This item will automatically be transmogrified when you leave the level.
insulating voratun mail armour of acid resistance (5 def, 10 armour)

A suit of armour made of mail.

Requires:
- Strength 48
- Talent Armour Training (level 2)
Crafted by
a master
14.00 Encumbrance.

Type: armor / heavy

When wielded/worn:
Armour:
+10
Defense:
+5
Fatigue:
+16%
Changes resistances:
+11% fire / +9% cold / +37% acid
insulating voratun mail armour of acid resistance (5 def, 10 armour)
drakeskin leather armour of Toknor (5 def, 8 armour)

A suit of armour made of leather.

Requires:
- Strength 20
Crafted by
a master
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Physical crit. chance:
+4.0%
Physical power:
+8
Armour:
+8
Defense:
+5
Fatigue:
+8%
Critical mult.:
+19.00%
drakeskin leather armour of Toknor (5 def, 8 armour)
This item will automatically be transmogrified when you leave the level.
verdant drakeskin leather armour (5 def, 8 armour)

A suit of armour made of leather.

Requires:
- Strength 20
Infused by
nature
9.00 Encumbrance.

Type: armor / light

When wielded/worn:
Armour:
+8
Defense:
+5
Fatigue:
+4%
Changes stats:
+4 Con
Poison immunity:
+22%
Disease immunity:
+15%
Life regen:
+2.00
verdant drakeskin leather armour (5 def, 8 armour)
radiant voratun plate armour of the sky (9 def, 16 armour)

A suit of armour made of metal plates.

Requires:
- Strength 60
- Talent Armour Training (level 4)
Powered by
arcane forces
Infused by
nature
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+16
Defense:
+9
Fatigue:
+26%
Changes stats:
+5 Dex / +3 Wil / +8 Lck
Damage when the wearer hits(melee):
8 light
Changes resistances:
+9% fire / +7% cold / +9% lightning / +10% acid / +20% blight / +19% darkness
radiant voratun plate armour of the sky (9 def, 16 armour)
This item will automatically be transmogrified when you leave the level.
voratun plate armour (9 def, 16 armour)

A suit of armour made of metal plates.

Requires:
- Strength 60
- Talent Armour Training (level 4)
17.00 Encumbrance.

Type: armor / massive

When wielded/worn:
Armour:
+16
Defense:
+9
Fatigue:
+26%
voratun plate armour (9 def, 16 armour)
This item will automatically be transmogrified when you leave the level.
living voratun shield of cold resistance (12 def, 3 armour)

Handheld deflection devices

Requires:
- Strength 48
- Talent Armour Training (level 3)
Infused by
nature
Crafted by
a master
7.00 Encumbrance.

Type: armor / shield

When wielded/worn:
Armour:
+3
Defense:
+12
Ranged Defense:
+12
Fatigue:
+14%
Damage when the wearer hits(melee):
9 nature
Changes resistances:
+11% nature / +20% cold
Maximum life:
+100.00
living voratun shield of cold resistance (12 def, 3 armour)
This item will automatically be transmogrified when you leave the level.
128 elemental elemental dragonbone arrow (53-74.2 power, 18 apr)

Arrows are used with bows to pierce your foes to death.

Requires:
- Dexterity 48
Powered by
arcane forces
0.03 Encumbrance.

Type: ammo / arrow

Base power: 53.0 - 74.2
Uses stats: 50% Str, 70% Dex
Damage type:
Physical
Armour Penetration:
+18
Physical crit. chance:
+3.0%
When wielded/worn:
Damage when the wearer hits(ranged):
34 acid / 21 lightning / 23 ice / 35 fire
128 elemental elemental dragonbone arrow (53-74.2 power, 18 apr)
agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / black

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
agate
431 alchemist agate

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: alchemist-gem / black

When used as an alchemist bomb:
Bomb damage +5%
431 alchemist agate
Mummified Egg-sac of Ungolë

Dry and dusty to the touch, it still seems to retain some of shadow of life.

Infused by nature
2.00 Encumbrance.

Type: misc / egg

When carried:
Light radius:
-2
It can be used to summon spiders, costing 80 power out of 100/100.
Mummified Egg-sac of Ungolë
Lifebinding Emerald

A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface.

Infused by nature
0.00 Encumbrance.

Type: gem / green

When wielded/worn:
Changes stats:
+10 Con
Changes resistances:
+10% blight
Life regen:
+2.00
Healing mod.:
+30%
When used to imbue an object:
Changes stats:
+10 Con
Changes resistances:
+10% blight
Life regen:
+2.00
Healing mod.:
+30%
Lifebinding Emerald
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
minotaur nose

The severed front half of a minotaur snout, ring and all.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

minotaur nose
Eldritch Pearl

Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light.

Powered by arcane forces
0.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Physical power:
+12
Changes stats:
+4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck
Allows you to breathe in:
water
Spellpower:
+12
Light radius:
+6
It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) :
Effective talent level: 4.0
Use mode: Activated
Power cost: 80 out of 150/150.
Range: melee/personal
Travel Speed: instantaneous
Description: A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of 5, doing 60.71 cold damage and 66.05 physical damage as well as knocking back targets each turn for 8 turns.
The damage and duration will increase with your Spellpower.
Eldritch Pearl
piercing brass lantern

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Crafted by a master
2.00 Encumbrance.

Type: lite / lite

When wielded/worn:
Armour penetration:
+5
Changes resistances penetration:
+6% physical
Light radius:
+3
piercing brass lantern
Telos's Staff Crystal

A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating.

Powered by arcane forces
0.00 Encumbrance.

Type: gem / multi-hued

When wielded/worn:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances:
+30% mind
Confusion immunity:
+30%
Fear immunity:
+30%
Light radius:
+2
When carried:
Light radius:
+2
When used to imbue an object:
Changes stats:
+5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con
Changes resistances:
+30% mind
Confusion immunity:
+30%
Fear immunity:
+30%
Light radius:
+2
It can be used to combine with a staff, costing 1 power out of 1/1.
Telos's Staff Crystal
Demonic Orb of Many Ways

The orb projects images of distant places, some that seem to be not of this world, switching rapidly.
If used near a portal it could probably activate it.

Powered by unknown forces
1.00 Encumbrance.

[Plot Item]
Type: orb / orb

It can be used to activate a portal, costing 10 power out of 30/30.
Demonic Orb of Many Ways
Dragon Orb (Orb of Command)

This orb is warm to the touch.

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.
Dragon Orb (Orb of Command)
Elemental Orb (Orb of Command)

Flames swirl on the icy surface of this orb.

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.
Elemental Orb (Orb of Command)
Orb of Destruction (Orb of Command)

Visions of death and destruction fill your mind as you lift this orb.

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.
Orb of Destruction (Orb of Command)
Orb of Undeath (Orb of Command)

Dark visions fill your mind as you lift the orb. It is cold to the touch.

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.
Orb of Undeath (Orb of Command)
Atamathon's Ruby Eye

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.

0.00 Encumbrance.

[Plot Item]
Type: gem / red

When wielded/worn:
Changes damage:
+20% fire
Pinning immunity:
+50%
Maximum life:
+60.00
Light radius:
+2
When used to imbue an object:
Changes damage:
+20% fire
Pinning immunity:
+50%
Maximum life:
+60.00
Light radius:
+2
Atamathon's Ruby Eye
50 alchemist bloodstone

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: alchemist-gem / red

When used as an alchemist bomb:
Life regen 10% of max life
50 alchemist bloodstone
bloodstone

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / red

When wielded/worn:
Stun/Freeze immunity:
+60%
When used to imbue an object:
Stun/Freeze immunity:
+60%
bloodstone
Transmogrification Chest

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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.

Powered 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.
Transmogrification Chest
Rod of Recall (1/1)

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.

Powered by unknown forces
2.00 Encumbrance.

[Plot Item]
Type: wand / wand

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.
Rod of Recall (1/1)
Rod of Spydric Poison (3/3)

This rod carved out of a giant spider fang continuously drips venom.

Powered by arcane forces
Infused by
nature
2.00 Encumbrance.

Type: wand / wand

It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75.
Rod of Spydric Poison (3/3)
6 diamond

Gems can be sold for money or used in arcane rituals.

0.00 Encumbrance.

Type: gem / white

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
6 diamond

Last Messages

Slimy ooze misses The Mighty Quinn.
The Mighty Quinn counters the attack!

The Mighty Quinn performs a critical strike!
Slimy ooze is split in two!

The Mighty Quinn killed slimy ooze!
The Mighty Quinn performs a critical strike!
Slimy ooze uses Slime Spit.

The Mighty Quinn hits slimy ooze for
980 arcane damage.
The Mighty Quinn prepares for the next kill!.

You pickup 0.85 gold pieces.

The Mighty Quinn picks up (2.):
runed elven-silk wizard hat of warding (3 def, 0 armour).
The Mighty Quinn slows down.

The Mighty Quinn performs a critical strike!
The Mighty Quinn killed slimy ooze!
The Mighty Quinn performs a critical strike!
The Mighty Quinn prepares for the next kill!.

The Mighty Quinn hits slimy ooze for
1574 arcane damage.
The Mighty Quinn slows down.

Slimy ooze hits The Mighty Quinn for
108 nature damage.
The Mighty Quinn slows down.

The Mighty Quinn speeds up.

The Mighty Quinn picks up (E.):
caustic dwarven-steel mace of defense (27-37.8 power, 4 apr).
Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

There is a Entrance to the High Peak here (press '<', '>' or right click to use).
There is a Entrance to the High Peak here (press '<', '>' or right click to use).
Saving done.

You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.

Saving done.