Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Chronometer 1.0.1Creates a new widget that displays how long it will take your character to perform various actions. Works in Minimalist or Classic UI. Full UI functionality (scale, move, etc). Mouse over an NPC or projectile to see how their speeds compare to yours. Enable verbose mode from "Chronometer" in main menu for even more info about your moused over targets' speeds. Due to MD5 woes, the earlier Chronometer page has been lost (along with my votes :( ) Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. Items Vault 1.3.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.2a 1.2.1Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 50 / 3115% |
| Size | big |
| Lifes / Deaths | Killed by disarming trap at level 34 on the 21st Dusk 123rd year of Ascendancy at 23:46 5 / 2Killed by shadow at level 50 on the 74th Haze 123rd year of Ascendancy at 21:15 |
Primary Stats
| Strength | 59 (base 12) |
| Dexterity | 109 (base 66) |
| Constitution | 60 (base 11) |
| Magic | 80 (base 57) |
| Willpower | 44 (base 18) |
| Cunning | 128 (base 65) |
Resources
| Mana | 264/264 |
| Psi | 124/124 |
| Life | 984/984 |
| Positive | 0/197 |
| Stamina | 292/292 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 135 |
| Accuracy | 76 |
| Crit Chance | 99% |
| APR | 35 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 57.2 |
| Crit Chance | 78% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53.666666666667 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 26 (45%) |
| Defense | 35.325 |
| Ranged Defense | 35.325 |
| Fatigue | 12 |
| Physical Save | 54.216666666667 |
| Spell Save | 47.8 |
| Mental Save | 61.675 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 10% |
| Poison Resistance | 10% |
| Confusion Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -921 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Essence of Speed |
| talent | Crystalline Focus |
| talent | Kinetic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by orc soldier. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1309. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Eilinakira' (0 def, 5 armour) pair of voratun boots 'Eilinakira' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +7 Str / +6 Dex / +6 Cun / +7 Con Changes resistances penetration: +5% blight Changes damage: +8% physical Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Size category: +1 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
| Around waist | ravager's drakeskin leather belt of burglary ravager's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances penetration: +20% physical Changes damage: +25% physical Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
| Main armor | Halarig the drakeskin leather armour (5 def, 8 armour) Halarig the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +7 Str / +9 Dex / +7 Mag / +15 Wil / +17 Cun Changes resistances: +30% lightning / +9% cold Changes damage: +9% arcane Mental save: +23 (+6 eff.) Poison immunity: +10% Disarm immunity: +10% Confusion immunity: +15% Only die when reaching: -60.00 life A suit of armour made of leather. |
| On hands | CritCrip (0 def, 3 armour) CritCrip (0 def, 3 armour)Requires: - Level 35 Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +17 (+4 eff.) Armour: +3 Changes stats: +6 Str / +7 Dex / +9 Cun / +6 Con Changes resistances: +9% nature / +6% fire Changes resistances penetration: +5% blight Changes damage: +6% nature Critical mult.: +15.00% Physical save: +30 (+9 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+2 eff.) Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 44.0 - 48.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +13 Physical crit. chance: +19.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * Slows global speed by 20% Damage (Melee): +25 physical / +4 fire Burst (radius 2) on crit: +12 nature It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| On head | Phys10Cun (3 def, 0 armour) Phys10Cun (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+2 eff.) Changes stats: +10 Cun / +3 Con Changes resistances: +17% physical / +23% darkness / +3% blight / +15% fire / +6% nature / +15% cold Changes damage: +34% darkness / +37% physical Mental save: +15 (+4 eff.) Stamina each turn: +0.60 Maximum hate: +27.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 199.81 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
Inventory
healing infusion of the duelist (heal 293) healing infusion of the duelist (heal 293)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 293 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 306) healing infusion of the duelist (heal 306)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 346) healing infusion of the sneak (heal 346)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 11 turns, die at -215) heroism infusion (+6 for 11 turns, die at -215)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 11 turns. While Heroism is active, you will only die when reaching -215 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+8 for 13 turns, die at -677) heroism infusion (+8 for 13 turns, die at -677)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+22 for 8 turns, die at -715) heroism infusion of the duelist (+22 for 8 turns, die at -715)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. While Heroism is active, you will only die when reaching -715 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+24 for 7 turns, die at -1027) heroism infusion of the sneak (+24 for 7 turns, die at -1027)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 7 turns. While Heroism is active, you will only die when reaching -1027 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+23 for 9 turns, die at -971) heroism infusion of the sneak (+23 for 9 turns, die at -971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -971 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 12 turns, die at -577) heroism infusion of the wizard (+16 for 12 turns, die at -577)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 12 turns. While Heroism is active, you will only die when reaching -577 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (23 nature damage, 40% healing reduction) insidious poison infusion (23 nature damage, 40% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.41 nature damage per turn for 7 turns, and reducing the target's healing received by 40%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (543% speed; 6 turns) movement infusion (543% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (592% speed; 7 turns) movement infusion (592% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 592% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (492% speed; 7 turns) movement infusion (492% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (466% speed; 7 turns) movement infusion (466% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (610% speed; 8 turns) movement infusion (610% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (786% speed; 8 turns) movement infusion of the duelist (786% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 394 over 5 turns) regeneration infusion of the warrior (heal 394 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 30%; cure magical, physical) wild infusion (resist 30%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure physical) wild infusion (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure magical, mental) wild infusion (resist 20%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure mental) wild infusion (resist 13%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 19%; cure physical) wild infusion (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 14%; cure magical, mental) wild infusion (resist 14%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 14%; cure magical) wild infusion of the psychic (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 20%; cure magical) wild infusion of the psychic (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure physical) wild infusion of the psychic (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 27%; cure physical) wild infusion of the sneak (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 28%; cure mental) wild infusion of the titan (resist 28%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 18%; cure magical) wild infusion of the wizard (resist 18%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 12) controlled phase door rune of the titan (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 14) controlled phase door rune of the wizard (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1275% regen over 10 turns; 64 instant mana) manasurge rune (1275% regen over 10 turns; 64 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1275% over 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1115% regen over 10 turns; 56 instant mana) manasurge rune (1115% regen over 10 turns; 56 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1115% over 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (881% regen over 10 turns; 44 instant mana) manasurge rune (881% regen over 10 turns; 44 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 881% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1406% regen over 10 turns; 70 instant mana) manasurge rune of the duelist (1406% regen over 10 turns; 70 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1406% over 10 turns and instantly restoring 70 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1031% regen over 10 turns; 52 instant mana) manasurge rune of the psychic (1031% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1031% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1189% regen over 10 turns; 59 instant mana) manasurge rune of the psychic (1189% regen over 10 turns; 59 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1189% over 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1205% regen over 10 turns; 60 instant mana) manasurge rune of the sneak (1205% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1205% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1131% regen over 10 turns; 57 instant mana) manasurge rune of the titan (1131% regen over 10 turns; 57 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1131% over 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1190% regen over 10 turns; 60 instant mana) manasurge rune of the titan (1190% regen over 10 turns; 60 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1190% over 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1104% regen over 10 turns; 55 instant mana) manasurge rune of the wizard (1104% regen over 10 turns; 55 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1104% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1238% regen over 10 turns; 62 instant mana) manasurge rune of the wizard (1238% regen over 10 turns; 62 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1238% over 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1094% regen over 10 turns; 55 instant mana) manasurge rune of the wizard (1094% regen over 10 turns; 55 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1094% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1305% regen over 10 turns; 65 instant mana) manasurge rune of the wizard (1305% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1305% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 358 for 4 turns) shielding rune of the warrior (absorb 358 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blazewedge the steel amulet Blazewedge the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Fatigue: -5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 physical Changes resistances: +10% temporal Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Pinning immunity: +20% Knockback immunity: +27% Life regen: +1.30 Healing mod.: +10% Amulets can have magical properties. |
Breezewrither the steel amulet Breezewrither the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag / +1 Wil Changes resistances: +6% nature Talent masteries: +0.20 Wild-gift / Call of the wild +0.20 Technique / Shield offense Amulets can have magical properties. |
Brenudar the steel amulet Brenudar the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Con Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Psi when hit: +0.04 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. |
Duskwarden DuskwardenInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Defense: +29 (+11 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +10 Str / +10 Dex / +8 Wil / +39 Lck Changes resistances: +6% lightning / +8% arcane Changes resistances penetration: +10% darkness Changes damage: +9% arcane / +12% fire Reduce all damage from unseen attackers: 40% Amulets can have magical properties. |
Eleneldil the Voidoracle Eleneldil the VoidoraclePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +2 Wil / +9 Mag Changes damage: +5% acid / +19% blight / +17% fire / +6% lightning / +6% cold Critical mult.: +13.00% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +21.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Flashglamour the steel amulet Flashglamour the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% acid Teleport immunity: +50% It can be used to teleports you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 (+6 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 367.76 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glarestreak the stralite amulet Glarestreak the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease * Slows global speed by 15% * 30% chance to blind Changes resistances: +26% temporal / +3% nature / +6% light Changes damage: +6% light Pinning immunity: +41% Knockback immunity: +44% Light radius: +3 Amulets can have magical properties. |
Gloombreeze the stralite amulet Gloombreeze the stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Str / +3 Mag Changes resistances: +22% nature / +26% blight Changes damage: +9% darkness Poison immunity: +43% Disease immunity: +44% Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Infravision radius: +2 See invisible: +3 Amulets can have magical properties. |
Gloroleda GloroledaPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Wil / +14 Mag Mental save: +30 (+8 eff.) Mana each turn: +1.07 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +115.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Islayatira the Glarezephyr Islayatira the GlarezephyrInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 42% chance to blind Damage when hit (Melee): 12 light / 8 lightning Changes stats: +9 Cun / +1 Con Changes resistances penetration: +10% physical Changes damage: +9% physical Only die when reaching: -40.00 life Amulets can have magical properties. |
Pusnoon the voratun amulet Pusnoon the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 52% chance to corrode armour Changes stats: +10 Cun Changes resistances: +3% acid / +6% temporal / +6% nature Changes damage: +6% nature / +3% temporal Amulets can have magical properties. |
Wretchwish WretchwishInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +6 Defense: +12 (+6 eff.) Damage when hit (Melee): 8 nature Changes stats: +10 Str Changes resistances cap: +7% all Changes resistances penetration: +15% arcane Changes damage: +9% nature Critical mult.: +20.00% Physical save: +27 (+8 eff.) Vim when firing critical spell: +3.00 Maximum vim: +10.00 Spell crit. chance: +2% Amulets can have magical properties. |
Xanulaith XanulaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +1 Mag Changes resistances penetration: +5% arcane Changes damage: +6% blight Mana when firing critical spell: +6.00 Amulets can have magical properties. This item has been sent to the Item's Vault. |
archmage's gold amulet archmage's gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes damage: +4% acid / +5% fire / +5% cold / +6% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
clarifying copper amulet of constitution (+3) clarifying copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% mind Confusion immunity: +25% Amulets can have magical properties. |
enraging steel amulet of the eclipse enraging steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 8% chance to inflict damage reduction * 9% chance to blind Changes damage: +7% physical / +9% light / +9% darkness Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Morningwire' gold amulet 'Morningwire'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +18% light Talent mastery: +0.26 Celestial / Combat Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +2% Amulets can have magical properties. |
grounding stralite amulet of murder grounding stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes resistances: +24% lightning Critical mult.: +16.00% Stun/Freeze immunity: +44% Amulets can have magical properties. |
grounding voratun amulet of soulsearing grounding voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Changes damage: +15% blight / +15% fire Critical mult.: +15.00% Stun/Freeze immunity: +50% Spellpower: +15 (+4 eff.) Amulets can have magical properties. |
restful gold amulet of murder restful gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Fatigue: -7% Critical mult.: +16.00% Life regen: +3.10 Amulets can have magical properties. |
stabilizing stralite amulet of vision stabilizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% temporal Blindness immunity: +34% Pinning immunity: +40% Knockback immunity: +44% Infravision radius: +9 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
starlit steel amulet of cunning (+3) starlit steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
steel amulet 'Lisusetira' steel amulet 'Lisusetira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +9% blight Confusion immunity: +21% Mana when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Amulets can have magical properties. |
stralite amulet 'Salivena' stralite amulet 'Salivena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 temporal Changes resistances: +6% temporal / +22% light / +26% darkness Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +6% temporal Blindness immunity: +44% Amulets can have magical properties. |
stralite amulet 'Stormraider' stralite amulet 'Stormraider'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 lightning Changes damage: +30% blight / +9% lightning Life regen: +3.80 Amulets can have magical properties. |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Critical mult.: +18.00% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +8 Cun / +8 Con Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of the eclipse wanderer's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Changes stats: +10 Dex / +9 Cun / +10 Con Changes damage: +10% light / +14% darkness Life regen: +1.30 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
warrior's gold amulet of cunning (+4) warrior's gold amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
warrior's steel amulet of mastery (0.16 Cunning / Lethality) warrior's steel amulet of mastery (0.16 Cunning / Lethality)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.16 Cunning / Lethality Stamina each turn: +0.30 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Anurin the stralite ring Anurin the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str / +4 Dex / +3 Mag Grants telepathy: Dragon Light radius: +1 Rings can have magical properties. |
Bethetira BethetiraRequires: - Level 25 Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +5 Mag / +5 Wil / +6 Con Changes resistances: +28% lightning / +9% light Changes damage: +14% lightning Physical save: +10 (+3 eff.) Spell save: +6 (+2 eff.) Stamina each turn: +0.20 Maximum stamina: +10.00 Spellpower: +8 (+3 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
Elenostir the Lustrespiker Elenostir the LustrespikerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +3% lightning / +18% temporal / +5% arcane Changes resistances penetration: +15% light / +15% arcane Changes damage: +3% light / +18% temporal Rings can have magical properties. |
Elorinn the voratun ring Elorinn the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Fatigue: -10% Changes stats: +2 Str / +5 Wil / +2 Con Maximum encumbrance: +40 Stamina each turn: +0.40 Psi when hit: +0.08 Rings can have magical properties. |
Erugamnir ErugamnirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +9 Cun / +5 Mag Changes resistances penetration: +10% mind Mental save: +3 (+1 eff.) Equilibrium when hit: +0.08 Spellpower: +9 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Glorumira the voratun ring Glorumira the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +3 Con Changes damage: +9% physical Maximum encumbrance: +60 Disarm immunity: +48% Pinning immunity: +35% Knockback immunity: +50% Maximum life: +50.00 Healing mod.: +15% Rings can have magical properties. |
Grinyndur the stralite ring Grinyndur the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Defense: +15 (+7 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Dex Changes resistances: +6% arcane Physical save: +10 (+3 eff.) Life regen: +0.20 Stamina each turn: +0.20 Maximum stamina: +5.00 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Hanaran HanaranCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Str / +1 Mag / +5 Cun / +4 Con Changes resistances: +12% lightning / +6% fire / +6% arcane Spell save: +20 (+7 eff.) Maximum stamina: +40.00 See invisible: +3 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 33 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Radhorin the Murkwrack Radhorin the MurkwrackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 darkness Changes resistances: +9% blight Changes resistances penetration: +5% arcane Changes damage: +24% arcane / +3% darkness Maximum encumbrance: +36 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Salylenor the voratun ring Salylenor the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +6 Cun / +7 Wil Changes resistances: +2% physical / +32% fire Changes damage: +16% fire / +7% all Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Maximum life: +20.00 Spellpower: +8 (+3 eff.) Mindpower: +22 (+7 eff.) Rings can have magical properties. |
Sunhacker SunhackerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +12% lightning / +40% light / +15% mind Changes resistances penetration: +10% mind Changes damage: +20% light / +6% mind Light radius: +1 Rings can have magical properties. |
Tarrumas the Murkwell Tarrumas the MurkwellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +10% darkness Changes damage: +12% darkness Blindness immunity: +22% Stun/Freeze immunity: +22% Life regen: +0.90 Spellpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +9 See invisible: +10 Rings can have magical properties. |
Tirezor TirezorRequires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +10 Cun / +5 Con Changes resistances: +20% physical Changes damage: +20% physical Spell save: +18 (+6 eff.) Mana each turn: +0.08 Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Hate when firing a critical mind attack: +1.00 Maximum stamina: +35.00 Maximum hate: +13.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. This item has been sent to the Item's Vault. |
Turabers TurabersPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Mag Changes resistances: +6% acid / +6% cold Spell save: +6 (+2 eff.) Rings can have magical properties. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +13 (+4 eff.) Rings can have magical properties. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +29% acid / +26% fire / +30% lightning / +26% cold Spellpower: +15 (+4 eff.) Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's gold ring of tenacity mule's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +26.00 Rings can have magical properties. |
pixie's gold ring of arcana(+0.27/turn) pixie's gold ring of arcana(+0.27/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Silence immunity: +32% Mana each turn: +0.27 Spellpower: +11 (+3 eff.) Rings can have magical properties. |
pixie's stralite ring of pilfering pixie's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +14 (+6 eff.) Changes stats: +6 Cun / +7 Mag Spellpower: +12 (+4 eff.) Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
pixie's voratun ring of misery pixie's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +17 Cun / +8 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
pixie's voratun ring of pilfering pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +17 (+7 eff.) Changes stats: +8 Cun / +7 Mag Spellpower: +15 (+4 eff.) Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
psionicist's stralite ring of sensing psionicist's stralite ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+4 eff.) Blindness immunity: +31% Infravision radius: +6 See stealth: +21 See invisible: +13 Rings can have magical properties. |
psionicist's voratun ring of fire (+28%) psionicist's voratun ring of fire (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +28% fire Changes damage: +14% fire Mental save: +20 (+5 eff.) Rings can have magical properties. |
savior's steel ring of darkness (+24%) savior's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
solipsist's gold ring of warding solipsist's gold ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +22% acid / +19% fire / +22% lightning / +22% cold Mindpower: +11 (+4 eff.) Rings can have magical properties. |
steel ring 'Eremevon' steel ring 'Eremevon'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Wil Changes resistances: +28% lightning / +6% mind Changes damage: +14% lightning / +6% mind Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
steel ring 'Prismmarrow' steel ring 'Prismmarrow'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +24% fire Changes resistances penetration: +10% arcane Changes damage: +12% fire Light radius: +2 Rings can have magical properties. |
steel ring 'Starpride' steel ring 'Starpride'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +4 Cun / +4 Mag Changes resistances: +6% light Changes damage: +6% light Spellpower: +5 (+2 eff.) Rings can have magical properties. |
steel ring 'Xanima' steel ring 'Xanima'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Changes damage: +9% mind Spell save: +6 (+2 eff.) Stamina each turn: +0.20 Rings can have magical properties. |
steel ring of corrosion (+24%) steel ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
stralite ring 'Serpentwinnow' stralite ring 'Serpentwinnow'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage when hit (Melee): 4 arcane Changes stats: +6 Str Changes resistances penetration: +25% nature Changes damage: +3% arcane / +6% nature Spell save: +30 (+10 eff.) Mana each turn: +0.04 Maximum vim: +30.00 Spellpower: +2 (+1 eff.) Rings can have magical properties. |
titan's steel ring of lightning (+20%) titan's steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+1 eff.) Rings can have magical properties. |
treant's stralite ring of pilfering treant's stralite ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Defense: +15 (+7 eff.) Changes resistances: +13% nature / +13% blight Poison immunity: +18% Disease immunity: +26% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Moldbrand' voratun ring 'Moldbrand'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +40% fire / +7% arcane / +3% temporal Changes resistances penetration: +5% nature / +20% darkness Changes damage: +20% fire Spell save: +10 (+3 eff.) Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Shimmerqueller the dragonbone magestaff (42-50.4 power, 6 apr, fire element) Shimmerqueller the dragonbone magestaff (42-50.4 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +8 lightning Burst (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 42% chance to daze Changes resistances penetration: +21% acid / +26% fire / +21% darkness / +21% blight Changes damage: -10% lightning / +42% darkness / +42% blight / +42% fire / +42% acid Talent granted: +1 Command Staff Spellpower: +24 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element) magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +10.0% Physical power: +14 (+4 eff.) Changes stats: +5 Mag / +6 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Maximum mana: +58.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Blindtaint the hardened leather belt Blindtaint the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +5 Cun / +8 Lck Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +5% darkness Changes damage: +9% darkness Trap disarming bonus: +16 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
Glorydherebeth the Smearquench Glorydherebeth the SmearquenchInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +25% nature / +30% temporal Life regen: +2.40 Healing mod.: +18% A belt that goes around your waist. |
Isiwen the Lightzephyr Isiwen the LightzephyrCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +5 Cun / +8 Lck Changes damage: +9% mind / +6% light Trap disarming bonus: +17 Stealth bonus: +10 Light radius: +3 Infravision radius: +5 A belt that goes around your waist. |
balancing drakeskin leather belt of burglary balancing drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +11 Dex / +11 Cun / +10 Lck Trap disarming bonus: +24 Stealth bonus: +15 Mental crit. chance: +15% Infravision radius: +6 A belt that goes around your waist. |
hardened leather belt 'Layena' hardened leather belt 'Layena'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +10 (+5 eff.) Fatigue: -6% Changes stats: +5 Str / +1 Wil / +3 Cun / +5 Con Reduces incoming crit damage: 10.00% Stealth bonus: +7 Maximum encumbrance: +23 Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
ravager's hardened leather belt of burglary ravager's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances penetration: +13% physical Changes damage: +12% physical Trap disarming bonus: +9 Stealth bonus: +10 Infravision radius: +3 A belt that goes around your waist. |
reinforced hardened leather belt of unlife reinforced hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+4 eff.) Changes resistances: +7% blight Physical save: +16 (+5 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Daguzor' rough leather belt 'Daguzor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Dex / +1 Mag / +4 Cun / +6 Lck Changes damage: +6% blight Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Starbutcher (2 def, 0 armour) Starbutcher (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +2 (+1 eff.) Changes resistances: +6% light Changes damage: +15% light / +3% mind Critical mult.: +22.00% Stealth bonus: +8 Maximum psi: +20.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toremas the elven-silk cloak (3 def, 10 armour) Toremas the elven-silk cloak (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +3% acid / +2% physical / +3% light Changes resistances penetration: +32% arcane Changes damage: +15% arcane Critical mult.: +30.00% Physical save: +13 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +5% Maximum life: +90.00 Maximum mana: +100.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islawe (0 def, 13 armour) Islawe (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +27 Lck / +13 Dex Changes resistances: +15% acid / +10% fire / +12% lightning / +12% cold Critical mult.: +10.00% Stealth bonus: +26 Poison immunity: +15% Stun/Freeze immunity: +15% Maximum hate: +4.00 Mindpower: +2 (+1 eff.) A pair of boots made of leather. |
Velyrin the pair of drakeskin leather boots (0 def, 5 armour) Velyrin the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +4 Wil Changes damage: +9% mind Critical mult.: +10.00% Mindpower: +4 (+1 eff.) Movement speed: +40% Activating this item is instant. It can be used to blink to a nearby random location, putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Yvinn the Muckstreak (0 def, 5 armour) Yvinn the Muckstreak (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +6 Wil / +10 Con Changes resistances penetration: +10% physical / +10% light / +5% arcane Changes damage: +9% arcane Physical save: +12 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+4 eff.) Mindpower: +8 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous 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. A pair of boots made of leather. |
pair of drakeskin leather boots 'Aerura' (20 def, 5 armour) pair of drakeskin leather boots 'Aerura' (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Defense: +20 (+8 eff.) Fatigue: +5% Changes stats: +7 Dex / +3 Mag / +12 Lck Changes resistances penetration: +5% arcane / +15% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Stealth bonus: +15 Spellpower: +4 (+1 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 53 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +15 (+5 eff.) Spell crit. chance: +20% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +33.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Hanyrak' (0 def, 1 armour) rough leather gloves 'Hanyrak' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane / +3% blight Changes resistances penetration: +10% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duathelwill (0 def, 4 armour) Duathelwill (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Str / +3 Mag / +1 Cun Changes resistances: +16% cold Allows you to breathe in: water Light radius: +1 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
574 alchemist agate 574 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 30.14 cold damage and 54.09 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +11% blight / +11% darkness Spellpower: +17 (+5 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 31 blight damage or heals 44 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
The Bladed Rift The Bladed RiftRequires: - Level 35 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 180/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Falurach [power 313] (10 cooldown) =9% phys= Falurach [power 313] (10 cooldown) =9% phys=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes resistances penetration: +10% arcane Changes damage: +9% physical Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +3 Strike +1 Ward Maximum life: +20.00 Maximum stamina: +20.00 It can be used to fire a bolt of a random element (dam 156-313), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gorakalthobers the dragonbone wand of clairvoyance [power 21] (10 cooldown) Gorakalthobers the dragonbone wand of clairvoyance [power 21] (10 cooldown)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Maximum wards: +5 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Changes resistances penetration: +15% mind Changes damage: +6% mind Grants telepathy: Humanoid/Orc Talent granted: +1 Ward Maximum vim: +19.00 Light radius: +2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 21), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault. |
Nimbusrupture [power 14] (6 cooldown) Nimbusrupture [power 14] (6 cooldown)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 42% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 8 mind Changes resistances: +6% lightning Changes damage: +6% lightning / +3% acid Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault. |
Tulakor [power 133] (6 cooldown) Tulakor [power 133] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Str / +6 Con Talent granted: +3 Volcano Infravision radius: +1 It can be used to creates a wall of flames lasting for 4 turns (dam 133 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zubylrata [power 44] (15 cooldown) Zubylrata [power 44] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Changes stats: +2 Wil Changes resistances: +9% mind / +3% temporal Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast Physical save: +3 (+1 eff.) It can be used to try to disarm traps in a line (disarm power 44), putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Voruramina' [power 16] (6 cooldown) dragonbone wand of clairvoyance 'Voruramina' [power 16] (6 cooldown)Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 8 temporal Changes stats: +2 Str / +5 Dex / +2 Con Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast Reduces incoming crit damage: 10.00% See invisible: +9 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. This item has been sent to the Item's Vault. |
overpowered elven-wood wand of trap destruction [power 134] (25 cooldown) overpowered elven-wood wand of trap destruction [power 134] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to try to disarm traps in a line (disarm power 134), putting all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Smashness the Shalore Adventurer level 38
30th Dusk 123rd year of Ascendancy at 16:08 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Smashness the Shalore Adventurer level 38
28th Dusk 123rd year of Ascendancy at 23:08 see stats
Atamathoned! (Madness (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Smashness the Shalore Adventurer level 50
3rd Flare 124th year of Ascendancy at 11:08 see stats
Back and there again (Madness (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Smashness the Shalore Adventurer level 50
75th Haze 123rd year of Ascendancy at 01:45 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Smashness the Shalore Adventurer level 42
42nd Dusk 123rd year of Ascendancy at 03:25 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Smashness the Shalore Adventurer level 23
21st Haze 122nd year of Ascendancy at 11:07 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Smashness the Shalore Adventurer level 12
34th Dusk 122nd year of Ascendancy at 08:32 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Smashness the Shalore Adventurer level 40
39th Dusk 123rd year of Ascendancy at 08:09 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Smashness the Shalore Adventurer level 43
69th Dusk 123rd year of Ascendancy at 23:12 see stats
Evil denied (Madness (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Smashness the Shalore Adventurer level 50
15th Pyre 124th year of Ascendancy at 21:52 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Smashness the Shalore Adventurer level 26
2nd Decay 122nd year of Ascendancy at 22:44 see stats
Eye of the storm (Madness (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Smashness the Shalore Adventurer level 33
7th Flare 123rd year of Ascendancy at 10:24 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Smashness the Shalore Adventurer level 30
18th Pyre 123rd year of Ascendancy at 03:32 see stats
Fear of Fours (Madness (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Smashness the Shalore Adventurer level 50
13rd Pyre 124th year of Ascendancy at 16:11 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Smashness the Shalore Adventurer level 26
5th Decay 122nd year of Ascendancy at 11:56 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Smashness the Shalore Adventurer level 10
4th Dusk 122nd year of Ascendancy at 11:17 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Smashness the Shalore Adventurer level 20
8th Haze 122nd year of Ascendancy at 05:05 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Smashness the Shalore Adventurer level 30
68th Regrowth 123rd year of Ascendancy at 10:32 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Smashness the Shalore Adventurer level 40
37th Dusk 123rd year of Ascendancy at 10:16 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Smashness the Shalore Adventurer level 50
73rd Haze 123rd year of Ascendancy at 01:46 see stats
Now, this is impressive! (Madness (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Smashness the Shalore Adventurer level 50
5th Dusk 124th year of Ascendancy at 20:01 see stats
Orcrist (Madness (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Smashness the Shalore Adventurer level 50
63rd Regrowth 124th year of Ascendancy at 01:17 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Smashness the Shalore Adventurer level 43
70th Dusk 123rd year of Ascendancy at 12:50 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Smashness the Shalore Adventurer level 50
1st Pyre 124th year of Ascendancy at 19:59 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Smashness the Shalore Adventurer level 28
30th Regrowth 123rd year of Ascendancy at 20:03 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Smashness the Shalore Adventurer level 35
22nd Dusk 123rd year of Ascendancy at 22:12 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Smashness the Shalore Adventurer level 28
30th Regrowth 123rd year of Ascendancy at 03:47 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Smashness the Shalore Adventurer level 41
39th Dusk 123rd year of Ascendancy at 09:28 see stats
Tactical master (Madness (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Smashness the Shalore Adventurer level 50
15th Pyre 124th year of Ascendancy at 21:51 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Smashness the Shalore Adventurer level 24
33rd Haze 122nd year of Ascendancy at 06:25 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Smashness the Shalore Adventurer level 10
16th Dusk 122nd year of Ascendancy at 02:01 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Smashness the Shalore Adventurer level 50
2nd Regrowth 124th year of Ascendancy at 07:32 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Smashness the Shalore Adventurer level 25
74th Haze 122nd year of Ascendancy at 20:52 see stats
The Sun Still Shines (Madness (Adventure) difficulty)
Aeryn survived the last battle.By Smashness the Shalore Adventurer level 50
15th Pyre 124th year of Ascendancy at 21:52 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Smashness the Shalore Adventurer level 43
70th Dusk 123rd year of Ascendancy at 08:02 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Smashness the Shalore Adventurer level 12
45th Dusk 122nd year of Ascendancy at 04:42 see stats
There and back again (Madness (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Smashness the Shalore Adventurer level 44
11st Haze 123rd year of Ascendancy at 18:13 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Smashness the Shalore Adventurer level 24
73rd Haze 122nd year of Ascendancy at 06:48 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Smashness the Shalore Adventurer level 30
68th Regrowth 123rd year of Ascendancy at 11:52 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Smashness the Shalore Adventurer level 19
78th Dusk 122nd year of Ascendancy at 08:00 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Smashness the Shalore Adventurer level 37
28th Dusk 123rd year of Ascendancy at 15:09 see stats
Log
Today is the 13rd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:08.
There is an item here: Daneth's Neckguard
There is an item here: Frost Lord's Chain
You transfer Barimarain the voratun ring to the online item's vault.
Saving done.
Saving game...
Saving done.
Smashness deactivates Kinetic Shield.
Smashness deactivates Essence of Speed.
Smashness deactivates Arcane Combat.
Smashness deactivates Crystalline Focus.
Smashness deactivates Arcane Feed.
