The Mighty Quinn the level 50 Skeleton Marauder by Shoob |
'The Mighty Quinn the level 50 Skeleton Marauder' by user Shoob
| Character | |
|---|---|
| Game | Tales of Maj'Eyal: Age of Ascendancy 3.9.37 |
| Name | The Mighty Quinn |
| Sex | Male |
| Type | Skeleton Marauder |
| Campaign | Maj'Eyal |
| Difficulty | Normal |
| Permadeath | Adventure |
| Level | 50 |
| Exp | 239% |
| Gold | 814 |
| Died |
|
| Primary Stats | |
|---|---|
| Strength | 317 |
| Dexterity | 312 |
| Magic | 291 |
| Willpower | 287 |
| Cunning | 290 |
| Constitution | 295 |
| Resources | |
|---|---|
| Life | 2314/2314 |
| Stamina | 812/812 |
| Mana | 1677/1779 |
| Positive | 0/197 |
| Equilibrium | 20 |
| Inscriptions (5/5) | |
|---|---|
| Rune |
Effective talent level: 1.0
Phase Door
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. |
| Rune |
Effective talent level: 1.0
Shielding
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. |
| Rune |
Effective talent level: 1.0
Teleportation
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. |
| 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
Shielding
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. |
| 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 |
| Spellpower | 100 |
| Spell Crit | 101 |
| Spell Speed | 1 |
| All Damage | 9% |
| Physical Damage | 36% |
| Arcane Damage | 19% |
| Fire Damage | 17% |
| Cold Damage | 25% |
| Blight Damage | 13% |
| Light Damage | 15% |
| Defense | |
|---|---|
| Fatigue | 14 |
| Armour | 26 |
| Armour Hardiness | 75 |
| Defense | 100 |
| Ranged Defense | 100 |
| Physical Save | 89 |
| Spell Save | 88 |
| Mental Save | 85 |
| All Resists(cap) | 125%( 70%) |
| Cold Resist(cap) | 70%( 70%) |
| Lightning Resist(cap) | 70%( 70%) |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 75% |
| Pinning Resistance | 47% |
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 54% |
| Talents | |
|---|---|
| Technique / Dual Weapons | (mastery 1.70) |
|
Effective talent level: 8.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases the damage of the off-hand weapon to 171%. |
|
Effective talent level: 8.5
5/5
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. |
|
Effective talent level: 8.5
5/5
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. |
|
Effective talent level: 8.5
5/5
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). |
| Technique / Dual Techniques | (mastery 1.70) |
|
Effective talent level: 8.5
5/5
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. |
|
Effective talent level: 8.5
5/5
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. |
|
Effective talent level: 8.5
5/5
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. |
|
Effective talent level: 8.5
5/5
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%. |
| Technique / Battle Tactics | (mastery 1.40) |
|
Effective talent level: 7.0
5/5
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. |
|
Effective talent level: 7.0
5/5
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. |
|
Effective talent level: 7.0
5/5
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%. |
|
Effective talent level: 7.0
5/5
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). |
| Technique / Field Control | (mastery 1.50) |
|
Effective talent level: 1.5
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. |
|
Effective talent level: 7.5
5/5
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 |
|
Effective talent level: 1.5
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. |
|
Effective talent level: 7.5
5/5
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%. |
| Technique / Combat Techniques | (mastery 1.80) |
|
Effective talent level: 9.0
5/5
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. |
|
Effective talent level: 9.0
5/5
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. |
|
Effective talent level: 9.0
5/5
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. |
|
Effective talent level: 9.0
5/5
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. |
| Technique / Combat Veteran | (mastery 1.50) |
|
Effective talent level: 7.5
5/5
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). |
|
Effective talent level: 7.5
5/5
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). |
|
Effective talent level: 7.5
5/5
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). |
|
Effective talent level: 7.5
5/5
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. |
| Technique / Combat Training | (mastery 1.80) |
|
Effective talent level: 9.0
5/5
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% |
|
Effective talent level: 1.8
1/10
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. |
|
Effective talent level: 18.0
10/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases accuracy of unarmed, melee and ranged weapons by 90. |
|
Effective talent level: 18.0
10/10
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% |
|
Effective talent level: 18.0
10/10
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% |
| Technique / Mobility | (mastery 1.50) |
|
Effective talent level: 1.5
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. |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
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. |
| Technique / Thuggery | (mastery 2.00) |
|
Effective talent level: 10.0
5/5
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. |
|
Effective talent level: 10.0
5/5
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. |
|
Effective talent level: 10.0
5/5
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. |
|
Effective talent level: 10.0
5/5
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. |
| Cunning / Poisons | (mastery 1.10) |
|
Effective talent level: 5.5
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. |
|
Effective talent level: 5.5
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% |
|
Effective talent level: 5.5
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. |
|
Effective talent level: 5.5
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. |
| Cunning / Dirty Fighting | (mastery 1.50) |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
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. |
| Cunning / Survival | (mastery 1.50) |
|
Effective talent level: 7.5
5/5
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'). |
|
Effective talent level: 7.5
5/5
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. |
|
Effective talent level: 7.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You have learnt to disarm traps (544 disarm power). |
|
Effective talent level: 7.5
5/5
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. |
| Cunning / Tactical | (mastery 1.40) |
|
Effective talent level: 7.0
5/5
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. |
|
Effective talent level: 7.0
5/5
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. |
|
Effective talent level: 7.0
5/5
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. |
|
Effective talent level: 7.0
5/5
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%. |
| Spell / Stone Alchemy | (mastery 1.20) |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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. |
|
Effective talent level: 3.6
3/5
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. |
|
Effective talent level: 6.0
5/5
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. |
| Wild-gift / Harmony | (mastery 15.00) |
|
Effective talent level: 15.0
1/5
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. |
|
Effective talent level: 75.0
5/5
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 |
|
Effective talent level: 15.0
1/5
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. |
|
Effective talent level: 75.0
5/5
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 |
| Celestial / Chants | (mastery 1.20) |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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 |
| Celestial / Light | (mastery 1.20) |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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 |
|
Effective talent level: 6.0
5/5
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. |
|
Effective talent level: 6.0
5/5
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 |
| Undead / Skeleton | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Improves your skeletal condition, increasing strength and dexterity by 10. |
|
Effective talent level: 6.5
5/5
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. |
|
Effective talent level: 6.5
5/5
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%. |
|
Effective talent level: 6.5
5/5
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) |
| Current Effects | |
|---|---|
| Talent | Precision |
| Talent | Total Thuggery |
| Talent | Elemental Harmony |
| Talent | Stoning Poison |
| Talent | Slow Motion |
| Talent | Crippling Poison |
| Quests |
|---|
| Achievements | |
|---|---|
| A Dangerous Secret |
Found the mysterious staff and told Last Hope about it.
78th Dusk 123rd year of Ascendancy at 17:14
By The Mighty Quinn the Skeleton Marauder level 33 |
| Against All Odds |
Killed Ukruk in the ambush.
76th Dusk 123rd year of Ascendancy at 11:46
By The Mighty Quinn the Skeleton Marauder level 32 |
| Arachnophobia |
Destroyed the spydric menace.
32nd Regrowth 124th year of Ascendancy at 02:31
By The Mighty Quinn the Skeleton Marauder level 46 |
| Atamathoned! |
Killed the giant golem Atamathon after foolishly reactivating it.
62nd Haze 123rd year of Ascendancy at 10:51
By The Mighty Quinn the Skeleton Marauder level 38 |
| Back And There Again |
Opened a portal to the Far East from Maj'Eyal.
74th Haze 123rd year of Ascendancy at 03:28
By The Mighty Quinn the Skeleton Marauder level 41 |
| Brave New World |
Went to the Far East and took part in the war.
5th Haze 123rd year of Ascendancy at 08:22
By The Mighty Quinn the Skeleton Marauder level 34 |
| Clone War |
Destroyed your own Shade.
80th Regrowth 124th year of Ascendancy at 01:04
By The Mighty Quinn the Skeleton Marauder level 50 |
| Curse Lifter |
Killed Ben Cruthdar the Cursed.
4th Dusk 122nd year of Ascendancy at 03:25
By The Mighty Quinn the Skeleton Marauder level 12 |
| Destroyer Of The Creation |
Killed Slasul.
2nd Decay 123rd year of Ascendancy at 06:30
By The Mighty Quinn the Skeleton Marauder level 42 |
| Destroyer's Bane |
Killed Golbug the Destroyer.
1st Haze 123rd year of Ascendancy at 23:14
By The Mighty Quinn the Skeleton Marauder level 33 |
| Dragon's Greed |
Amass 8000 gold pieces.
37th Regrowth 124th year of Ascendancy at 01:13
By The Mighty Quinn the Skeleton Marauder level 47 |
| Earth Master |
Killed Harkor'Zun and unlocked Stone magic
17th Pyre 123rd year of Ascendancy at 06:17
By The Mighty Quinn the Skeleton Marauder level 24 |
| Exterminator |
Killed 1000 creatures
67th Haze 122nd year of Ascendancy at 00:53
By The Mighty Quinn the Skeleton Marauder level 16 |
| Eye Of The Storm |
Freed Derth from the onslaught of the mad Tempest, Urkis.
25th Regrowth 123rd year of Ascendancy at 06:01
By The Mighty Quinn the Skeleton Marauder level 20 |
| Flooder |
Defeated Ukllmswwik while doing his own quest.
1st Decay 123rd year of Ascendancy at 06:11
By The Mighty Quinn the Skeleton Marauder level 41 |
| Gem Of The Moon |
Completed the Master Jeweler quest with Limmir.
55th Regrowth 124th year of Ascendancy at 09:46
By The Mighty Quinn the Skeleton Marauder level 49 |
| Genocide |
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
28th Regrowth 124th year of Ascendancy at 06:31
By The Mighty Quinn the Skeleton Marauder level 45 |
| Home Sweet Home |
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
3rd Regrowth 123rd year of Ascendancy at 11:46
By The Mighty Quinn the Skeleton Marauder level 19 |
| Level 10 |
Got a character to level 10.
3rd Summertide 122nd year of Ascendancy at 02:54
By The Mighty Quinn the Skeleton Marauder level 10 |
| Level 20 |
Got a character to level 20.
23rd Regrowth 123rd year of Ascendancy at 12:14
By The Mighty Quinn the Skeleton Marauder level 20 |
| Level 30 |
Got a character to level 30.
42nd Dusk 123rd year of Ascendancy at 15:23
By The Mighty Quinn the Skeleton Marauder level 30 |
| Level 40 |
Got a character to level 40.
65th Haze 123rd year of Ascendancy at 16:09
By The Mighty Quinn the Skeleton Marauder level 40 |
| Level 50 |
Got a character to level 50.
59th Regrowth 124th year of Ascendancy at 11:46
By The Mighty Quinn the Skeleton Marauder level 50 |
| Orcrist |
Killed the leaders of the Orc Pride.
11st Pyre 124th year of Ascendancy at 06:05
By The Mighty Quinn the Skeleton Marauder level 50 |
| Race Through Fire |
Raced through the fires of the Charred Scar to stop the Sorcerers.
29th Regrowth 124th year of Ascendancy at 23:53
By The Mighty Quinn the Skeleton Marauder level 46 |
| Rescuer Of The Lost |
Rescued the merchant from the assassin lord.
9th Dusk 122nd year of Ascendancy at 17:30
By The Mighty Quinn the Skeleton Marauder level 12 |
| Savior Of The Damsels In Distress |
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
35th Pyre 123rd year of Ascendancy at 07:26
By The Mighty Quinn the Skeleton Marauder level 28 |
| Size Is Everything |
Do over 1500 damage in one attack
32nd Dusk 123rd year of Ascendancy at 03:49
By The Mighty Quinn the Skeleton Marauder level 29 |
| Size Matters |
Do over 600 damage in one attack
33rd Pyre 123rd year of Ascendancy at 01:41
By The Mighty Quinn the Skeleton Marauder level 28 |
| Sliders |
Activated a portal using the Orb of Many Ways.
2nd Haze 123rd year of Ascendancy at 08:29
By The Mighty Quinn the Skeleton Marauder level 34 |
| The Arena |
Unlocked Arena mode.
3rd Summertide 122nd year of Ascendancy at 22:04
By The Mighty Quinn the Skeleton Marauder level 10 |
| The Right Thing To Do |
You did the righteous thing in the ring of blood and disposed of the Blood Master.
37th Pyre 124th year of Ascendancy at 04:02
By The Mighty Quinn the Skeleton Marauder level 50 |
| The Bigger The Better! |
Do over 3000 damage in one attack
29th Regrowth 124th year of Ascendancy at 21:04
By The Mighty Quinn the Skeleton Marauder level 46 |
| The Secret City |
Discovered the truth about mages.
11st Regrowth 123rd year of Ascendancy at 21:55
By The Mighty Quinn the Skeleton Marauder level 19 |
| There And Back Again |
Opened a portal to Maj'Eyal from the Far East.
30th Haze 123rd year of Ascendancy at 20:22
By The Mighty Quinn the Skeleton Marauder level 36 |
| Treasure Hoarder |
Amass 3000 gold pieces.
28th Pyre 123rd year of Ascendancy at 07:32
By The Mighty Quinn the Skeleton Marauder level 27 |
| Treasure Hunter |
Amass 1000 gold pieces.
1st Regrowth 123rd year of Ascendancy at 02:56
By The Mighty Quinn the Skeleton Marauder level 18 |
| Vampire Crusher |
Destroyed the Master in its lair of the Dreadfell.
75th Dusk 123rd year of Ascendancy at 19:07
By The Mighty Quinn the Skeleton Marauder level 31 |
| Equipment | |
|---|---|
| In Main Hand |
Crystalline Voratun longsword (56.25-78.75 power, 6 apr)
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 |
| In Off Hand |
voratun dagger 'Islessra' (38-49.4 power, 9 apr)
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 |
| On Fingers |
firelord's gold ring of massacre (+7%)
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 |
| On Fingers |
Ring of the War Master
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 |
| Around Neck |
protective voratun amulet of murder
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 |
| Light Source |
Light of Quinn
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% |
| Main Armor |
Behemoth Hide (Goedalath Rock) (4 def, 6 armour)
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 |
| Cloak |
Cloak of Deception
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 |
| On Head |
Steel Helm of Garkul (0 def, 6 armour)
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 |
| Around Waist |
monstrous rough leather belt of burglary
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 |
| On Hands |
Dakhtun's Gauntlets (0 def, 6 armour)
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% |
| On Feet |
Ivoranne the Radiancefist (0 def, 5 armour)
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. |
| Tool |
Tooth of the Mouth (dig speed 12 turns)
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. |
| Inventory |
|---|
|
This item will automatically be transmogrified when you leave the level.
wild infusion (resist 30%; cure physical)
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.. |
|
This item will automatically be transmogrified when you leave the level.
heat beam rune (266 fire damage)
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.. |
|
This item will automatically be transmogrified when you leave the level.
heat beam rune (181 fire damage)
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.. |
|
This item will automatically be transmogrified when you leave the level.
heat beam rune (266 fire damage)
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.. |
|
This item will automatically be transmogrified when you leave the level.
teleportation rune (range 73)
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 20)
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.. |
|
archmage's stralite amulet of healing
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. |
|
savior's stralite amulet of the chosen
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 |
|
vitalizing voratun 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 |
|
voratun amulet
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 |
|
This item will automatically be transmogrified when you leave the level.
voratun amulet of soulsearing
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 |
|
Orb of Many Ways
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. |
|
gold ring of life
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% |
|
This item will automatically be transmogrified when you leave the level.
mule's voratun ring of tenacity
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% |
|
This item will automatically be transmogrified when you leave the level.
otherworldly voratun ring of tenacity
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 |
|
voratun ring
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 |
|
This item will automatically be transmogrified when you leave the level.
elemental voratun battleaxe of defense (59.5-89.25 power, 4 apr)
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 |
|
voratun battleaxe of sacrifice (58-87 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. |
|
This item will automatically be transmogrified when you leave the level.
phase voratun dagger (38.5-50.05 power, 22 apr)
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% |
|
voratun dagger of plague (38-49.4 power, 9 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. |
|
warbringer's voratun dagger of accuracy (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% |
|
This item will automatically be transmogrified when you leave the level.
voratun greatmaul of corruption (64-96 power, 4 apr)
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 |
|
This item will automatically be transmogrified when you leave the level.
shocking voratun greatsword of ruin (60.5-96.8 power, 4 apr)
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% |
|
slime-covered steel greatsword (24-38.4 power, 2 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 |
|
This item will automatically be transmogrified when you leave the level.
slime-covered voratun greatsword of crippling (60.5-96.8 power, 4 apr)
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% |
|
This item will automatically be transmogrified when you leave the level.
thaloren dragonbone longbow of great speed
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) |
|
This item will automatically be transmogrified when you leave the level.
yew longbow of great speed
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% |
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This item will automatically be transmogrified when you leave the level.
quick voratun longsword of crippling (43.5-60.9 power, 6 apr)
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 |
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This item will automatically be transmogrified when you leave the level.
caustic dwarven-steel mace of defense (27-37.8 power, 4 apr)
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 |
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This item will automatically be transmogrified when you leave the level.
mystic voratun mace of corruption (46-64.4 power, 6 apr)
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 |
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This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling
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) |
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This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling of great speed
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) |
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This item will automatically be transmogrified when you leave the level.
halfling drakeskin leather sling of great speed
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) |
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This item will automatically be transmogrified when you leave the level.
steady drakeskin leather sling
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) |
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bloodlich's dragonbone staff of might (34.5-41.4 power, 6 apr, nature damage)
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% |
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magma dragonbone staff of divination (35-42 power, 6 apr, blight 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% |
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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)
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. |
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This item will automatically be transmogrified when you leave the level.
shimmering dragonbone staff (32.5-39 power, 6 apr, acid damage)
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% |
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This item will automatically be transmogrified when you leave the level.
glacial voratun waraxe of paradox (40-56 power, 6 apr)
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 |
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This item will automatically be transmogrified when you leave the level.
vile voratun waraxe of crippling (40-56 power, 6 apr)
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 |
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This item will automatically be transmogrified when you leave the level.
vile voratun waraxe of ruin (39.5-55.3 power, 6 apr)
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% |
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Salessra (3 def, 0 armour)
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 |
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This item will automatically be transmogrified when you leave the level.
restorative elven-silk cloak (3 def, 0 armour)
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% |
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This item will automatically be transmogrified when you leave the level.
spellcowled elven-silk cloak of implacability (3 def, 0 armour)
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% |
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outcast's elven-silk robe of acid resistance (5 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 |
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shimmering elven-silk robe of Angolwen (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 |
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This item will automatically be transmogrified when you leave the level.
blood-soaked pair of drakeskin leather boots of stability (0 def, 5 armour)
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% |
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reinforced pair of voratun boots of heaving (0 def, 14 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. |
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This item will automatically be transmogrified when you leave the level.
contortionist's drakeskin leather gloves of strength (+5) (0 def, 3 armour)
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% |
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This item will automatically be transmogrified when you leave the level.
heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour)
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. |
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This item will automatically be transmogrified when you leave the level.
spellstreaming drakeskin leather gloves of magic (+5) (0 def, 3 armour)
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% |
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This item will automatically be transmogrified when you leave the level.
catburglar's drakeskin leather cap of ire (0 def, 5 armour)
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. |
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This item will automatically be transmogrified when you leave the level.
catburglar's voratun helm (0 def, 5 armour)
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 |
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This item will automatically be transmogrified when you leave the level.
runed elven-silk wizard hat of warding (3 def, 0 armour)
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. |
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This item will automatically be transmogrified when you leave the level.
insulating voratun mail armour of acid resistance (5 def, 10 armour)
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 |
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drakeskin leather armour of Toknor (5 def, 8 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% |
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This item will automatically be transmogrified when you leave the level.
verdant drakeskin leather armour (5 def, 8 armour)
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 |
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radiant voratun plate armour of the sky (9 def, 16 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 |
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This item will automatically be transmogrified when you leave the level.
voratun plate armour (9 def, 16 armour)
voratun plate armour (9 def, 16 armour) 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% |
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This item will automatically be transmogrified when you leave the level.
living voratun shield of cold resistance (12 def, 3 armour)
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 |
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This item will automatically be transmogrified when you leave the level.
128 elemental elemental dragonbone arrow (53-74.2 power, 18 apr)
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 |
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agate
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 |
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431 alchemist 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% |
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Mummified Egg-sac of Ungolë
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. |
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Lifebinding Emerald
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% |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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minotaur nose
minotaur nose
The severed front half of a minotaur snout, ring and all. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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Eldritch Pearl
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. |
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piercing brass lantern
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 |
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Telos's Staff Crystal
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. |
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Demonic Orb of Many Ways
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. |
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Dragon Orb (Orb of Command)
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. |
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Elemental 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. |
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Orb of Destruction (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. |
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Orb of Undeath (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. |
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Atamathon's Ruby Eye
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 |
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50 alchemist bloodstone
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 |
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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% |
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Transmogrification Chest
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. |
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Rod of Recall (1/1)
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. |
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Rod of Spydric Poison (3/3)
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. |
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6 diamond
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 |
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.

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