Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Custom Auto Use 1.3.1Adds additional options to talent auto-use Items Vault 1.3.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Multi-Class Challenge 1.3.1Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 87 / 87% |
Size | medium |
Lifes / Deaths | Killed by Gloretira the orc cryomancer at level 64 on the 25th Pyre 123rd year of Ascendancy at 18:11 / 1 |
Primary Stats
Strength | 1531 (base 24) |
Dexterity | 1791.82 (base 90) |
Constitution | 1505 (base 54) |
Magic | 1773.82 (base 92) |
Willpower | 1761.82 (base 95) |
Cunning | 1539 (base 95) |
Resources
Mana | 68/9250 |
Psi | 287/1828 |
Life | 8080/8223 |
Positive | 0/338 |
Stamina | 722/4781 |
Equilibrium | 20 |
Healing Factor | 1.39 |
Regeneration | 11.7455 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | +58.97476291869% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 9 |
See Stealth | 43 |
See Invisible | 45 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 2393 |
Accuracy | 208 |
Crit Chance | 576% |
APR | 33 |
Speed | 1.11 |
Offense: Offhand
Damage | 548 |
Accuracy | 208 |
Crit Chance | 572% |
APR | 27 |
Speed | 1.11 |
Offense: Spell
Spellpower | 330.35491274908 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 262.91957142857 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 237.15868972851 (100%) |
Defense | 171.57285441428 |
Ranged Defense | 186.68814362197 |
Fatigue | 0 |
Physical Save | 202.35 |
Spell Save | 217.884 |
Mental Save | 211.77609090909 |
Defense: Resistances
All | + 29%( 70%) |
Defense: Immunities
Silence Resistance | 100% |
Teleport Resistance | 75% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 200% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 257 for 13 turns. While Heroism is active, you will only die when reaching -8076 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 4386 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 5837 damage for 8 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6401 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.70 |
| 8/5 |
| 8/5 |
| 8/5 |
| 5/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 3/5 |
| 6/5 |
| 8/5 |
Psionic / Charged mastery | 1.30 |
| 8/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Spell / Air | 1.20 |
| 7/5 |
| 7/5 |
| 6/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 6/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Magical combat | 1.50 |
| 8/5 |
| 8/5 |
| 7/5 |
| 8/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Psionic / Psi-fighting | 1.30 |
| 4/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 7/5 |
| 5/5 |
| 8/5 |
| 8/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 6/5 |
| 4/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 7/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 8/5 |
| 1/5 |
| 4/5 |
Spell / Aegis | 1.10 |
| 7/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 2/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 8/5 |
| 8/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 7/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Charged Aura |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Thermal Aura |
talent | Thermal Shield |
talent | Kinetic Shield |
talent | Augmentation |
talent | Heartstart |
talent | Defensive Posture |
talent | Elemental Harmony |
talent | Fiery Hands |
talent | Chant of Fortress |
beneficial effect | Increases your three highest stats by 218 and keeps you from dying even if your life drops to -6905. Heroism |
beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
beneficial effect | Lightning Catcher has caught energy and is empowering you for +6930% lightning damage and +1386 to all stats. Caught Lightning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You failed to protect the injured seer from death by Arekira the rattlesnake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Gobreth the giant venus flytrap. Escort: repented thief (level 2 of Norgos Lair) | failed |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 7183. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed black mamba head. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of elder vampire blood. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Awakened Staff of Absorption (228% power, 60 apr, physical element) Awakened Staff of Absorption (228% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff Power: 228% Range: 1.2x 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 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 108 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." |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 210% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Light source | dwarven lantern 'Salolera' dwarven lantern 'Salolera'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +1.0% Physical power: +6 (+0 eff.) Changes resistances: +10% temporal / +15% darkness / +10% cold Changes damage: +14% light / +6% temporal Damage affinity(heal): +5% light Maximum encumbrance: +20 Blindness immunity: +50% Confusion immunity: +26% Stamina each turn: +0.40 Only die when reaching: -20.00 life Light radius: +13 See stealth: +24 See invisible: +25 Healing mod.: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 5.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 201 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Shimmerwish the elven-silk wizard hat (3 def, 0 armour) Shimmerwish the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature / 8 lightning Changes stats: +6 Mag / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +15% nature / +15% lightning Changes damage: +15% lightning / +15% temporal / +15% light / +13% physical / +9% mind / +15% darkness Psi each turn: +0.40 Spellpower: +6 (+0 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On feet | GG (21 def, 5 armour) GG (21 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+2 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +14% lightning / +15% temporal / +15% darkness / +6% acid Changes resistances penetration: +15% darkness / +5% acid Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+1 eff.) Silence immunity: +50% Confusion immunity: +48% Stun/Freeze immunity: +50% It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 3.3 Power cost: 17 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 49% chance to completely evade them and granting you 332 defense for 28 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | voratun pickaxe 'Shimmerbore' (dig speed 10 turns) voratun pickaxe 'Shimmerbore' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +13 Str / +3 Con Changes resistances: +6% darkness / +3% blight Changes resistances penetration: +15% lightning / +5% darkness / +10% blight Changes damage: +3% blight / +9% lightning Maximum life: +40.00 Maximum stamina: +30.00 Light radius: +1 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Xyma the Sparksquall Xyma the SparksquallPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +13 (+1 eff.) Effects on melee hit: * 30% chance to daze * 30% chance to disease Damage when hit (Melee): 4 lightning / 16 blight Changes stats: +5 Con Changes resistances: +3% blight Changes resistances penetration: +5% lightning Spell save: +17 (+2 eff.) Silence immunity: +50% Mana each turn: +0.37 Maximum stamina: +34.00 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
On fingers | Eilinera the voratun ring Eilinera the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +5% arcane Physical save: +15 (+1 eff.) Spell save: +16 (+1 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +50% Poison immunity: +10% Stun/Freeze immunity: +38% Teleport immunity: +10% Life regen: +4.20 Maximum stamina: +34.00 Infravision radius: +6 See stealth: +19 See invisible: +20 Rings can have magical properties. |
Around neck | voratun amulet 'Betebretira' voratun amulet 'Betebretira'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +19 (+2 eff.) Changes stats: +20 Lck / +2 Cun Talent mastery: +0.40 Psionic / Absorption Mental save: +12 (+1 eff.) Teleport immunity: +50% Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 17% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
In main hand | dragonbone magestaff 'Xerorin' (205% power, 6 apr, lightning element) dragonbone magestaff 'Xerorin' (205% power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 206% Range: 1.2x 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: * Slows global speed by 57% When wielded/worn: Accuracy: +34 (+3 eff.) Physical crit. chance: +34.0% Physical power: +30 (+2 eff.) Armour: +4 Changes stats: +2 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +43.00% Spell save: +6 (+1 eff.) Maximum stamina: +15.00 Spellpower: +35 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Around waist | Lightning Catcher Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Cloak | Earulevon the Ebonyseam (24 def, 17 armour) Earulevon the Ebonyseam (24 def, 17 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +17 Defense: +24 (+3 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Cun / +4 Wil Changes resistances: +3% light / +28% cold Changes resistances penetration: +15% arcane Changes damage: +14% arcane / +9% darkness Critical mult.: +23.00% Physical save: +18 (+2 eff.) Mental save: +10 (+1 eff.) Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Adamina the voratun plate armour (11 def, 16 armour) Adamina the voratun plate armour (11 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +16 Defense: +11 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +27% lightning / +9% blight / +5% arcane / +3% acid Changes resistances penetration: +15% physical Physical save: +10 (+1 eff.) Disease immunity: +5% Teleport immunity: +15% Life regen: +4.00 Maximum life: +200.00 Healing mod.: +29% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% 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.. This wild infusion has evolved. |
healing infusion of the duelist (heal 4346) healing infusion of the duelist (heal 4346)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 4346 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 psychic (heal 4265) healing infusion of the psychic (heal 4265)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 4265 and cleanse 1 wound and poison effect. 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. |
healing infusion of the psychic (heal 4273) healing infusion of the psychic (heal 4273)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 4273 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+258 for 13 turns, die at -8041) heroism infusion of the duelist (+258 for 13 turns, die at -8041)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 258 for 13 turns. While Heroism is active, you will only die when reaching -8041 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+257 for 12 turns, die at -7832) heroism infusion of the duelist (+257 for 12 turns, die at -7832)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 257 for 12 turns. While Heroism is active, you will only die when reaching -7832 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+255 for 8 turns, die at -7822) heroism infusion of the duelist (+255 for 8 turns, die at -7822)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 255 for 8 turns. While Heroism is active, you will only die when reaching -7822 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+253 for 10 turns, die at -7599) heroism infusion of the psychic (+253 for 10 turns, die at -7599)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 253 for 10 turns. While Heroism is active, you will only die when reaching -7599 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+255 for 13 turns, die at -7918) heroism infusion of the psychic (+255 for 13 turns, die at -7918)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: 22 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 255 for 13 turns. While Heroism is active, you will only die when reaching -7918 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+253 for 10 turns, die at -7667) heroism infusion of the psychic (+253 for 10 turns, die at -7667)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 253 for 10 turns. While Heroism is active, you will only die when reaching -7667 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+252 for 10 turns, die at -7965) heroism infusion of the psychic (+252 for 10 turns, die at -7965)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: 22 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 252 for 10 turns. While Heroism is active, you will only die when reaching -7965 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+222 for 7 turns, die at -6997) heroism infusion of the sneak (+222 for 7 turns, die at -6997)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 222 for 7 turns. While Heroism is active, you will only die when reaching -6997 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 (+220 for 11 turns, die at -6702) heroism infusion of the sneak (+220 for 11 turns, die at -6702)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 220 for 11 turns. While Heroism is active, you will only die when reaching -6702 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 (+223 for 8 turns, die at -6853) heroism infusion of the sneak (+223 for 8 turns, die at -6853)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: 22 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 223 for 8 turns. While Heroism is active, you will only die when reaching -6853 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 (+221 for 10 turns, die at -7064) heroism infusion of the sneak (+221 for 10 turns, die at -7064)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 221 for 10 turns. While Heroism is active, you will only die when reaching -7064 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 warrior (+220 for 13 turns, die at -6757) heroism infusion of the warrior (+220 for 13 turns, die at -6757)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 220 for 13 turns. While Heroism is active, you will only die when reaching -6757 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+254 for 11 turns, die at -7920) heroism infusion of the wizard (+254 for 11 turns, die at -7920)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 254 for 11 turns. While Heroism is active, you will only die when reaching -7920 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (6018% speed; 7 turns) movement infusion of the duelist (6018% 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 6018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (5785% speed; 5 turns) movement infusion of the psychic (5785% speed; 5 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 5785% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (5320% speed; 6 turns) movement infusion of the sneak (5320% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 5320% 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. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (5312% speed; 7 turns) movement infusion of the sneak (5312% 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 5312% 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 Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (5861% speed; 8 turns) movement infusion of the wizard (5861% 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 5861% 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 Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 6152 over 5 turns) regeneration infusion of the duelist (heal 6152 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 6152 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 6606 over 5 turns) regeneration infusion of the duelist (heal 6606 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6606 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 6205 over 5 turns) regeneration infusion of the psychic (heal 6205 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6205 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 6504 over 5 turns) regeneration infusion of the psychic (heal 6504 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 6504 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 6504 over 5 turns) regeneration infusion of the psychic (heal 6504 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 6504 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 5603 over 5 turns) regeneration infusion of the sneak (heal 5603 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 5603 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 5434 over 5 turns) regeneration infusion of the sneak (heal 5434 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 5434 life over 5 turns. 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. |
regeneration infusion of the titan (heal 5414 over 5 turns) regeneration infusion of the titan (heal 5414 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 5414 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 5631 over 5 turns) regeneration infusion of the titan (heal 5631 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 5631 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 5644 over 5 turns) regeneration infusion of the warrior (heal 5644 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 5644 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 5424 over 5 turns) regeneration infusion of the warrior (heal 5424 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 5424 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 of the duelist (resist 208%; cure magical) wild infusion of the duelist (resist 208%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 208% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 205%; cure physical) wild infusion of the duelist (resist 205%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 205% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 192%; cure physical) wild infusion of the psychic (resist 192%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 192% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 174%; cure mental) wild infusion of the sneak (resist 174%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 174% 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 sneak (resist 169%; cure mental) wild infusion of the sneak (resist 169%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 169% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 168%; cure physical) wild infusion of the titan (resist 168%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 168% 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 187%; cure magical) wild infusion of the wizard (resist 187%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 187% 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. |
biting gale rune of the sneak (3549 cold damage; 263 apply power) biting gale rune of the sneak (3549 cold damage; 263 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 3548.89 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 263. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
lightning rune of the duelist (257040 lightning damage) lightning rune of the duelist (257040 lightning damage)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: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 85680.11 to 257040.33 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once 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 (1333% regen over 10 turns; 67 instant mana) manasurge rune (1333% regen over 10 turns; 67 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: 24 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 1333% over 10 turns and instantly restoring 67 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 psychic (8262% regen over 10 turns; 413 instant mana) manasurge rune of the psychic (8262% regen over 10 turns; 413 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 8262% over 10 turns and instantly restoring 413 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. |
shielding rune of the psychic (absorb 5476 for 5 turns) shielding rune of the psychic (absorb 5476 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 5476 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 4836 for 6 turns) shielding rune of the sneak (absorb 4836 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 4836 damage for 6 turns. 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. |
shielding rune of the sneak (absorb 4785 for 5 turns) shielding rune of the sneak (absorb 4785 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 4785 damage for 5 turns. 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. |
shielding rune of the warrior (absorb 4991 for 8 turns) shielding rune of the warrior (absorb 4991 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 4991 damage for 8 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Chaleharakath ChaleharakathInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Cun Changes resistances: +33% mind / +3% blight Changes resistances penetration: +10% blight Changes damage: +9% physical Mental save: +9 (+1 eff.) Blindness immunity: +28% Confusion immunity: +50% Infravision radius: +10 Sight radius: +2 See invisible: +15 Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
Ebonysting EbonystingInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+1 eff.) Fatigue: -10% Effects on melee hit: * 45% chance to inflict damage reduction Changes stats: +1 Str / +5 Dex / +3 Wil / +6 Con Changes resistances: +9% darkness Changes resistances cap: +7% all Changes damage: +3% blight Grants telepathy: Dragon Physical save: +39 (+4 eff.) Life regen: +7.20 Maximum life: +80.00 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. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1130.57 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. |
Gloreba GlorebaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 6 light / 9 darkness Effects when hit in melee: * 7% chance to blind * 10% chance to inflict damage reduction Damage when hit (Melee): 8 mind Changes stats: +7 Str / +7 Dex / +8 Wil Changes damage: +9% blight / +10% light / +9% darkness Talent masteries: +0.26 Technique / Combat techniques +0.26 Spell / Earth Critical mult.: +10.00% Spell save: +20 (+2 eff.) Psi when hit: +0.08 Mental crit. chance: +2% Amulets can have magical properties. |
Manahir the voratun amulet Manahir the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +6 Defense: +19 (+2 eff.) Changes stats: +20 Lck / +6 Wil Changes resistances: +9% light / +3% temporal Changes resistances penetration: +10% blight Talent masteries: +0.35 Technique / Combat training +0.35 Spell / Air Physical save: +13 (+1 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +10% Silence immunity: +5% Confusion immunity: +40% Mindpower: +15 (+1 eff.) Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Nerobeth NerobethInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Armour: +4 Changes resistances: +30% temporal Changes damage: +6% temporal Critical mult.: +18.00% Blindness immunity: +32% Cut immunity: +5% Pinning immunity: +50% Stun/Freeze immunity: +15% Knockback immunity: +50% Mana each turn: +0.16 Mana when firing critical spell: +5.00 Spellpower: +4 (+0 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+0 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Polyrida the Jetbender Polyrida the JetbenderInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Physical power: +10 (+1 eff.) Defense: +19 (+2 eff.) Damage when hit (Melee): 8 acid / 8 mind / 8 darkness Changes stats: +17 Lck Changes resistances: +21% blight / +30% temporal / +15% acid Changes resistances penetration: +5% mind Changes damage: +12% mind / +10% physical Pinning immunity: +50% Knockback immunity: +50% Combat speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Ragudar the Nimbusslicer Ragudar the NimbusslicerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +8 Wil Changes resistances: +26% mind / +9% lightning Changes resistances penetration: +10% lightning Talent masteries: +0.34 Wild-gift / Harmony +0.34 Spell / Aegis Critical mult.: +15.00% Confusion immunity: +44% Light radius: +2 See invisible: +9 Amulets can have magical properties. |
Runarerig the Scaldpunish Runarerig the ScaldpunishPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 26 blight Changes stats: +6 Mag Changes damage: +8% lightning / +24% blight / +31% fire / +7% cold / +7% acid Talent masteries: +0.40 Technique / Dual techniques +0.40 Psionic / Thermal mastery Critical mult.: +16.00% Physical save: +20 (+2 eff.) Stamina each turn: +0.60 Spellpower: +19 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Searstinger SearstingerInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +45% fire / +42% temporal / +30% cold / +15% physical Changes resistances penetration: +5% fire Changes damage: +6% mind Spell save: +23 (+2 eff.) Pinning immunity: +50% Knockback immunity: +50% Stamina each turn: +1.00 Amulets can have magical properties. |
Sewerquill SewerquillInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -20% Effects on melee hit: * 10 arcane resource burn Changes stats: +10 Dex / +3 Mag / +1 Wil / +10 Cun / +19 Con Changes resistances: +9% lightning / +6% temporal / +9% nature Grants telepathy: Dragon Physical save: +20 (+2 eff.) Spell save: +9 (+1 eff.) Life regen: +8.20 Stamina each turn: +1.50 Maximum life: +68.00 Movement speed: +10% Amulets can have magical properties. |
stralite amulet 'Fulugen' stralite amulet 'Fulugen'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +4 Str / +7 Dex / +9 Mag / +1 Wil / +8 Cun / +6 Con Changes damage: +6% acid / +8% fire / +6% cold / +6% lightning Life regen: +0.90 Stamina each turn: +0.90 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Infravision radius: +1 Movement speed: +10% Amulets can have magical properties. |
voratun amulet 'Eraneg' voratun amulet 'Eraneg'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +29 (+3 eff.) Changes stats: +17 Lck / +2 Cun Changes resistances: +13% physical Changes resistances cap: +6% all Physical save: +26 (+2 eff.) Stamina each turn: +1.00 Psi when hit: +0.08 Maximum vim: +10.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +2% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
voratun amulet 'Tulegrim' voratun amulet 'Tulegrim'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +11 Mag Changes resistances: +3% acid / +3% mind / +9% darkness Changes damage: +7% darkness / +6% temporal / +7% light / +8% physical Cut immunity: +70% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +36.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +3% Healing mod.: +24% 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 Heal, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 1397 life. The life healed will increase with your Mindpower. 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 6 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. |
Blindbiter BlindbiterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +2 (+0 eff.) Damage when hit (Melee): 16 physical Changes stats: +10 Cun / +10 Dex Changes resistances: +22% acid / +3% darkness / +30% fire / +30% cold / +36% lightning Silence immunity: +15% Disarm immunity: +50% Pinning immunity: +50% Stun/Freeze immunity: +5% Knockback immunity: +50% Maximum life: +90.00 Rings can have magical properties. |
Cracklehack CracklehackPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +1 Str / +7 Mag / +8 Wil / +9 Cun / +3 Con Changes resistances penetration: +10% lightning Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +28 (+2 eff.) Spell crit. chance: +5% Mindpower: +13 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 406.75 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glutha the voratun ring Glutha the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Changes stats: +2 Str / +10 Wil / +10 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +8% all Spell save: +10 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +2.50 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +20 (+1 eff.) Spell crit. chance: +1% Mindpower: +35 (+2 eff.) Rings can have magical properties. |
Lightningwar LightningwarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+2 eff.) Damage when hit (Melee): 12 physical / 4 temporal Changes stats: +2 Str / +10 Dex / +10 Cun Changes resistances: +32% darkness Changes damage: +16% darkness / +6% lightning Reduces incoming crit damage: 15.00% Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +50% Life regen: +0.60 Maximum life: +110.00 Rings can have magical properties. |
Moldschism the voratun ring Moldschism 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: +15 (+1 eff.) Changes stats: +4 Cun Changes resistances: +16% nature / +15% blight Changes resistances penetration: +5% nature Changes damage: +7% all Mental save: +15 (+1 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +50% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Spellpower: +20 (+1 eff.) Mindpower: +18 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Salanne SalanneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+1 eff.) Changes resistances: +9% acid / +3% temporal Changes damage: +8% all Physical save: +6 (+1 eff.) Spell save: +21 (+2 eff.) Mental save: +13 (+1 eff.) Confusion immunity: +76% Life regen: +1.90 Maximum life: +96.00 Spellpower: +20 (+1 eff.) Mindpower: +20 (+1 eff.) Healing mod.: +30% Rings can have magical properties. |
Tykaltholeg the Airtreason Tykaltholeg the AirtreasonInfused by nature 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 * 48% chance to daze * 30% chance to disease Damage (Melee): 25 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 lightning Changes stats: +10 Cun Changes resistances: +3% nature Changes resistances penetration: +5% lightning / +5% nature / +5% blight Mental save: +12 (+1 eff.) Confusion immunity: +50% Life regen: +1.80 Hate when firing a critical mind attack: +3.00 Maximum life: +96.00 Maximum hate: +15.00 Healing mod.: +29% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 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. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 1421.52 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun ring 'Coalcutter' voratun ring 'Coalcutter'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +13 Defense: +15 (+2 eff.) Effects on melee hit: * 48% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +3% lightning Changes resistances penetration: +5% mind Changes damage: +6% mind Mental save: +17 (+2 eff.) Confusion immunity: +50% Life regen: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Deepsstrider' voratun ring 'Deepsstrider'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Physical power: +13 (+1 eff.) Armour: +6 Changes stats: +17 Dex / +10 Cun Changes resistances: +9% cold Changes resistances penetration: +10% darkness Changes damage: +6% light / +8% all Reduces incoming crit damage: 19.00% Confusion immunity: +15% Spellpower: +20 (+1 eff.) Mindpower: +15 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
voratun ring 'Heatparry' voratun ring 'Heatparry'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +18% blight / +9% fire / +11% nature / +18% acid Changes resistances penetration: +30% fire Changes damage: +9% acid Mental save: +14 (+1 eff.) Poison immunity: +19% Disease immunity: +29% Confusion immunity: +50% Rings can have magical properties. |
voratun ring 'Islenor' voratun ring 'Islenor'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Physical power: +20 (+1 eff.) Defense: +13 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +40% cold Changes resistances penetration: +5% mind Changes damage: +20% cold / +8% all Grants telepathy: Humanoid/Orc Physical save: +18 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +10 (+1 eff.) Maximum psi: +20.00 Spellpower: +20 (+1 eff.) Mindpower: +20 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
voratun ring 'Korin' voratun ring 'Korin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Defense: +20 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Cun / +10 Wil Changes resistances: +46% nature / +3% darkness / +6% light Changes damage: +20% nature Reduces incoming crit damage: 19.00% Mental save: +20 (+2 eff.) Pinning immunity: +20% Stun/Freeze immunity: +15% Rings can have magical properties. |
voratun ring 'Lightblack' voratun ring 'Lightblack'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +31 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +2 Mag Changes resistances: +20% mind Changes damage: +20% mind / +8% all Maximum encumbrance: +50 Maximum stamina: +20.00 Spellpower: +35 (+2 eff.) Mindpower: +35 (+2 eff.) See invisible: +9 Healing mod.: +10% Rings can have magical properties. |
Spelldrinker (203% power, 8 apr) Spelldrinker (203% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 203% Range: 1.3x Uses stats: 27% Wil, 33% Cun, 5% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Dusklace (111% power, 40 apr, nature damage) Dusklace (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 39% chance to disease Damage when hit (Melee): 8 darkness / 4 blight Changes resistances: +10% blight / +25% mind / +6% nature Changes resistances penetration: +10% blight Changes damage: +13% nature Mental save: +10 (+1 eff.) Disease immunity: +23% Maximum psi: +40.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zamatar the Chargevengeance (114% power, 40 apr, nature damage) Zamatar the Chargevengeance (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This purifying mindstar will cleanse other mindstars. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 lightning When wielded/worn: Effects when hit in melee: * 12 arcane resource burn Damage when hit (Melee): 8 nature Changes resistances: +7% arcane / +9% nature Changes resistances penetration: +8% arcane / +15% lightning Changes damage: +8% arcane / +9% lightning Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +10.00 Mindpower: +22 (+2 eff.) Mental crit. chance: +19% It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 66%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ce'Ninor the dragonbone starstaff (205% power, 6 apr, lightning element) Ce'Ninor the dragonbone starstaff (205% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 206% Range: 1.2x 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: Defense: +15 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour * 20% chance to blind Damage (Melee): 62 fire Changes stats: +1 Cun Changes resistances: +6% blight Changes resistances penetration: +20% blight Changes damage: +12% blight / +30% lightning Talent granted: +1 Command Staff Critical mult.: +74.00% Spellpower: +35 (+2 eff.) Spell crit. chance: +5% Light radius: +7 See invisible: +35 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 579.07 light damage. Staves designed for wielders of magic, by the greats of the art. |
Skybrawn the dragonbone magestaff (205% power, 6 apr, cold element) Skybrawn the dragonbone magestaff (205% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 206% Range: 1.2x 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: * 52% chance to daze When wielded/worn: Effects on melee hit: * 30% chance to daze Damage (Melee): 35 fire Changes stats: +2 Dex Changes resistances penetration: +15% lightning Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower: +25 (+1 eff.) Spell crit. chance: +34% Light radius: +3 See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Betumina' (205% power, 6 apr, lightning element) dragonbone magestaff 'Betumina' (205% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 206% Range: 1.2x 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: +12 (+1 eff.) Physical crit. chance: +9.0% Physical power: +12 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.33 Only die when reaching: -60.00 life Maximum mana: +110.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +8% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Cinderwinnow the drakeskin leather belt Cinderwinnow the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +19 (+2 eff.) Damage when hit (Melee): 12 lightning / 4 temporal Changes resistances: +10% acid / +3% temporal / +15% light / +15% darkness / +25% fire / +10% cold / +9% lightning Changes damage: +3% temporal / +12% fire Stealth bonus: +15 Mental save: +15 (+1 eff.) Spellpower: +12 (+1 eff.) A belt that goes around your waist. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+1 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Baryhad (3 def, 0 armour) Baryhad (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+3 eff.) Defense: +3 (+0 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Dex / +1 Mag / +6 Wil / +7 Cun / +1 Con Changes resistances: +19% blight / +6% cold / +19% nature / +6% darkness Spell save: +20 (+2 eff.) Life regen: +2.80 Maximum life: +101.00 Maximum stamina: +27.00 Mental crit. chance: +7% See invisible: +6 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Corruptionsun (3 def, 13 armour) Corruptionsun (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Changes resistances: +16% acid / +48% cold / +3% blight / +20% fire / +7% arcane / +22% lightning Changes resistances penetration: +5% nature Physical save: +26 (+2 eff.) Disarm immunity: +5% Knockback immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noonviper (3 def, 0 armour) Noonviper (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Effects on melee hit: * 45% chance to corrode armour * 47% chance to blind Changes stats: +6 Cun / +5 Dex Changes resistances: +9% mind Changes resistances penetration: +10% mind Physical save: +15 (+1 eff.) Mental save: +14 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +60.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestclash (28 def, 0 armour) Tempestclash (28 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Mag Changes resistances: +9% acid / +21% light / +10% cold / +34% fire / +5% arcane / +10% lightning Changes damage: +6% lightning Stealth bonus: +15 Physical save: +15 (+1 eff.) Spell save: +20 (+2 eff.) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +5% lightning / +5% darkness / +5% cold / +5% fire / -30% arcane / +5% nature This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Vilebutcher' (3 def, 0 armour) elven-silk cloak 'Vilebutcher' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +6% blight / +9% temporal Changes resistances penetration: +10% lightning Changes damage: +12% nature Critical mult.: +30.00% Stealth bonus: +15 Spell save: +16 (+1 eff.) Maximum life: +60.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcjam (0 def, 5 armour) Arcjam (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +6 Con / +6 Wil Changes resistances: +3% acid / +15% fire / +15% cold Changes resistances penetration: +5% lightning / +10% physical Changes damage: +12% nature / +6% acid Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +42% Mindpower: +8 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 251 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+0 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+1 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 17 power out of 40/40) : Effective talent level: 3.0 Power cost: 17 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious poison storm rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm is poisoned for 426.80 nature damage over 6 turns. Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take. The damage will increase with your Spellpower, and can critical. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Urabar the pair of voratun boots (25 def, 5 armour) Urabar the pair of voratun boots (25 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+1 eff.) Armour: +5 Defense: +25 (+3 eff.) Fatigue: +4% Changes stats: +2 Wil Changes resistances penetration: +19% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Physical save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +44% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.4 Power cost: 17 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 49% chance to completely evade them and granting you 412 defense for 28 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adawen the Gleamstreaker (0 def, 3 armour) Adawen the Gleamstreaker (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 30% chance to blind Damage (Melee): 14 acid Changes stats: +5 Str / +5 Wil / +4 Con Changes resistances: +9% acid / +3% temporal Changes damage: +11% acid Talent mastery: +0.20 Technique / Grappling Critical mult.: +15.00% Disarm immunity: +50% Spell crit. chance: +17% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 210% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to blind * 20% chance to gain 10% of a turn Damage (Melee): +4 light Burst (radius 1) on hit: +8 light / +8 temporal Burst (radius 2) on crit: +15 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arayada the voratun gauntlets (0 def, 3 armour) Arayada the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+1 eff.) Armour: +3 Damage (Melee): 15 nature Changes stats: +11 Str / +6 Wil / +4 Con Changes resistances: +10% nature / +9% temporal Changes resistances penetration: +10% arcane / +5% temporal Changes damage: +10% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Mana each turn: +0.08 When used to modify unarmed attacks: Power: 212% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +15 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nissra the Blindwish (0 def, 3 armour) Ce'Nissra the Blindwish (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Armour: +3 Damage (Melee): 11 arcane Changes stats: +9 Str / +10 Mag / +10 Wil / +5 Con Changes resistances: +10% arcane / +6% darkness Critical mult.: +15.00% Physical save: +30 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +50% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% When used to modify unarmed attacks: Power: 211% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +29 physical / +19 arcane / +8 darkness It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
Coalwyrd (0 def, 3 armour) Coalwyrd (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+2 eff.) Armour: +3 Changes stats: +3 Str / +6 Dex / +2 Mag / +2 Wil / +1 Cun / +6 Con Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Grants telepathy: Humanoid/Orc Physical save: +30 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +50% Mana each turn: +0.40 Spellpower: +13 (+1 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Power: 204% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental bolt (10% chance level 5). Damage (Melee): +29 physical / +23 arcane / +8 darkness Burst (radius 1) on hit: +8 arcane It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Deepspunish (0 def, 3 armour) Deepspunish (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 acid / 15 blight / 10 fire / 9 cold / 9 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +10% blight / +6% darkness Changes damage: +11% blight Spell save: +34 (+3 eff.) Life regen: +4.00 Stamina each turn: +1.90 Mana each turn: +0.16 Maximum stamina: +39.00 When used to modify unarmed attacks: Power: 203% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). Damage Shield penetration (this weapon only): +10% Damage (Melee): +15 ice / +29 fire / +29 acid / +25 lightning Burst (radius 1) on hit: +8 darkness / +4 fire Burst (radius 2) on crit: +15 blight / +4 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galolagolar the drakeskin leather gloves (0 def, 3 armour) Galolagolar the drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +13 Physical power: +18 (+1 eff.) Armour: +3 Changes stats: +5 Str / +5 Wil / +7 Con Changes resistances: +10% blight / +6% mind Talent mastery: +0.20 Technique / Grappling Spell save: +19 (+2 eff.) Poison immunity: +5% Disarm immunity: +60% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +45.00 When used to modify unarmed attacks: Power: 204% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * Slows global speed by 25% * 22% chance to corrode armour Damage (Melee): +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlesaw the drakeskin leather gloves (0 def, 3 armour) Kindlesaw the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 14 fire Changes stats: +5 Con Changes resistances: +3% temporal / +19% fire / +9% darkness / +5% arcane Changes damage: +11% fire Critical mult.: +13.00% Physical save: +40 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +50% Stun/Freeze immunity: +5% Spell crit. chance: +11% Mental crit. chance: +16% When used to modify unarmed attacks: Power: 209% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to corrode armour Damage (Melee): +29 physical Burst (radius 2) on crit: +8 acid / +15 fire It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tifast (6 def, 9 armour) Tifast (6 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Wil / +6 Con Changes resistances: +9% lightning / +6% acid Critical mult.: +15.00% Physical save: +30 (+3 eff.) Spell save: +10 (+1 eff.) Mental save: +25 (+2 eff.) Disarm immunity: +49% Confusion immunity: +15% Pinning immunity: +20% Maximum life: +69.00 Maximum mana: +60.00 Spell crit. chance: +19% Mental crit. chance: +17% When used to modify unarmed attacks: Power: 218% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +23 physical It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Furnaceoblivion' (0 def, 3 armour) drakeskin leather gloves 'Furnaceoblivion' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 30 arcane resource burn Damage (Melee): 13 fire Damage when hit (Melee): 4 fire Changes stats: +5 Str / +9 Dex / +5 Wil / +7 Cun / +5 Con Changes resistances: +9% blight / +19% fire / +9% nature / +6% temporal Changes damage: +10% fire Talent mastery: +0.20 Technique / Grappling Spell save: +9 (+1 eff.) Disarm immunity: +50% When used to modify unarmed attacks: Power: 202% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +15 fire It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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. |
Bokodig the Torchbreacher (0 def, 5 armour) Bokodig the Torchbreacher (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +11 Str / +10 Con Changes resistances: +14% cold Changes resistances penetration: +15% fire Changes damage: +12% fire Allows you to breathe in: water Physical save: +10 (+1 eff.) Mental save: +14 (+1 eff.) Maximum hate: +4.00 Maximum psi: +20.00 Mental crit. chance: +4% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Coaldream the elven-silk wizard hat (3 def, 0 armour) Coaldream the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 15% chance to inflict damage reduction * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 mind / 4 darkness Changes stats: +16 Cun / +15 Wil Changes resistances: +30% lightning Changes resistances penetration: +5% darkness Changes damage: +20% lightning / +18% temporal Mental save: +24 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+0 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 1077 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
GGG (3 def, 0 armour) GGG (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 nature / 12 darkness Changes stats: +17 Cun / +6 Wil Changes resistances: +20% mind / +6% nature Changes damage: +15% acid / +12% nature / +12% darkness / +20% mind / +10% fire / +14% cold / +15% arcane / +21% lightning Mental save: +15 (+1 eff.) Mindpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
Glimmerbrace the drakeskin leather cap (7 def, 13 armour) Glimmerbrace the drakeskin leather cap (7 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% lightning / +10% temporal / +20% darkness / +22% light / +6% fire / +3% cold / +9% nature / +5% all Physical save: +12 (+1 eff.) A cap made of leather. |
Searpunish the elven-silk wizard hat (3 def, 0 armour) Searpunish the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 12 blight Changes resistances: +12% blight / +18% mind / +30% darkness Changes resistances penetration: +15% blight / +10% fire / +20% arcane Changes damage: +3% fire / +18% mind / +20% darkness Physical save: +14 (+1 eff.) Mental save: +20 (+2 eff.) Life regen: +4.60 Maximum psi: +39.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
Velotta the Gloomstar (11 def, 5 armour) Velotta the Gloomstar (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +11.0% Armour: +5 Defense: +11 (+1 eff.) Fatigue: -3% Effects on melee hit: * 30% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 acid / 16 temporal Changes stats: +6 Str / +2 Dex / +10 Cun / +4 Con / +17 Lck Changes resistances: +3% acid Changes resistances penetration: +10% darkness Physical save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Spell crit. chance: +8% Mental crit. chance: +7% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanorin (3 def, 0 armour) Zanorin (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 12 mind Changes resistances: +15% lightning / +12% temporal / +9% acid / +15% cold / +20% mind / +24% fire Changes damage: +16% mind Physical save: +14 (+1 eff.) Mental save: +19 (+2 eff.) Maximum psi: +80.00 Mindpower: +13 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Bethymitha' (3 def, 0 armour) elven-silk wizard hat 'Bethymitha' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +2 Str / +5 Dex / +8 Mag / +1 Wil / +8 Con Changes damage: +15% acid / +12% lightning / +14% cold / +35% arcane / +15% fire Reduces incoming crit damage: 5.00% Physical save: +20 (+2 eff.) Life regen: +6.00 Stamina each turn: +0.20 Damage Shield penetration: +20% Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
voratun plate armour 'Polutta' (11 def, 24 armour) voratun plate armour 'Polutta' (11 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +11 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Changes stats: +5 Str / +9 Wil / +9 Cun / +6 Con Changes resistances: +15% acid / +15% physical / +12% fire / +15% lightning / +42% cold Talent cooldown: Rush (-5 turns) Spell save: +29 (+3 eff.) Mental save: +25 (+2 eff.) Disarm immunity: +40% Confusion immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +38% Knockback immunity: +40% Teleport immunity: +15% A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3954 alchemist agate 3954 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Sparkvengeance (dig speed 19 turns) Sparkvengeance (dig speed 19 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to daze Changes stats: +8 Str / +5 Mag / +4 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Maximum mana: +60.00 Spell crit. chance: +10% Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Furnacewrither FurnacewritherPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Wil / +10 Cun / +2 Con Changes resistances: +15% darkness Changes resistances penetration: +15% fire Changes damage: +15% light / +6% fire Damage affinity(heal): +5% light Reduces incoming crit damage: 10.00% Blindness immunity: +50% Confusion immunity: +30% Psi when hit: +0.20 Mindpower: +2 (+0 eff.) Light radius: +3 Infravision radius: +6 See stealth: +21 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 156 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Morningbreaker the dwarven lantern Morningbreaker the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +1 Dex / +7 Wil / +6 Cun / +1 Con Changes resistances penetration: +10% light / +15% all Changes damage: +9% light Critical mult.: +20.00% Mental save: +12 (+1 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +11% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Galerage' dwarven lantern 'Galerage'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +6 Con Changes resistances: +44% blight / +3% lightning / +30% darkness / +3% acid Changes resistances penetration: +15% lightning Life regen: +6.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +12% Light radius: +4 Infravision radius: +12 See invisible: +29 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 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 7 turns, and deals 277 blight damage or heals 378 life. Creatures standing in the retch also have 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Helllash' dwarven lantern 'Helllash'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +4.0% Defense: +15 (+2 eff.) Changes stats: +1 Cun / +8 Mag Changes resistances: +6% fire Changes damage: +6% physical Grants telepathy: Humanoid/Orc Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +29 (+3 eff.) Life regen: +0.40 Spellpower: +17 (+1 eff.) Light radius: +9 See stealth: +25 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 11 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, 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. |
73 alchemist bloodstone 73 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
14 bloodstone 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 7843.47 fire damage (based on Magic), costing 27 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 110 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Delygrim [power 535] (6 cooldown) Delygrim [power 535] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 53% chance to corrode armour Changes resistances: +3% mind / +9% lightning Maximum wards: +4 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Changes damage: +3% acid Talents granted: +1 Ward +5 Strike Spell save: +10 (+1 eff.) Mental save: +20 (+2 eff.) Silence immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to fire a bolt of a random element (dam 268-535), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl 18 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
voratun amulet 'Isluleta' voratun amulet 'Isluleta'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances: +58% light / +60% darkness Changes resistances penetration: +10% acid Changes damage: +15% blight / +15% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +30.00% Physical save: +25 (+2 eff.) Spell save: +25 (+2 eff.) Mental save: +32 (+3 eff.) Blindness immunity: +91% Maximum psi: +10.00 Spellpower: +14 (+1 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
Korand (3 def, 0 armour) Korand (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +48 (+4 eff.) Armour penetration: +15 Defense: +3 (+0 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +4 Cun / +4 Dex Changes resistances: +9% blight / +6% mind Changes resistances penetration: +10% temporal Changes damage: +12% mind Critical mult.: +27.00% Stealth bonus: +15 Maximum life: +142.00 Maximum stamina: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Festervenom the voratun amulet Festervenom the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +12 (+1 eff.) Damage when hit (Melee): 16 nature Changes stats: +10 Dex Changes resistances: +6% lightning / +6% temporal / +17% physical Changes resistances cap: +7% all Critical mult.: +20.00% Physical save: +27 (+2 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +15% Knockback immunity: +10% Stamina each turn: +1.20 Amulets can have magical properties. |
Erelyrand the Sunsin (3 def, 0 armour) Erelyrand the Sunsin (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 arcane / 4 light Changes stats: +10 Cun / +9 Wil Changes resistances: +30% acid / +17% physical / +17% darkness / +15% cold / +5% arcane / +17% fire Changes resistances penetration: +5% fire / +5% arcane / +5% light Changes damage: +20% acid / +18% physical / +20% darkness / +6% light Mental save: +29 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum hate: +15.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 944 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Nirig the Phoenixrigor (3 def, 0 armour) Nirig the Phoenixrigor (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 20 fire Changes stats: +10 Cun / +6 Wil Changes resistances: +25% acid Changes resistances penetration: +10% mind Changes damage: +32% acid / +12% lightning / +15% cold / +15% arcane / +9% fire Mental save: +6 (+1 eff.) Psi each turn: +0.37 Hate when firing a critical mind attack: +2.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Glelrawen the elven-silk wizard hat (3 def, 0 armour) Glelrawen the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +3% acid / +19% physical / +20% darkness / +16% mind Changes resistances penetration: +5% blight / +5% acid Changes damage: +20% physical / +19% darkness / +19% mind Critical mult.: +10.00% Physical save: +14 (+1 eff.) Mental save: +18 (+2 eff.) Mana each turn: +0.40 Equilibrium when hit: +2.70 Psi when hit: +3.00 Hate when hit: +2.30 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum hate: +13.00 Maximum psi: +40.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Mindpower: +19 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A pointy cloth hat, very wizardly... |
voratun helm 'Oozesaw' (11 def, 5 armour) voratun helm 'Oozesaw' (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +6 (+0 eff.) Armour: +5 Defense: +11 (+1 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 23 nature Changes stats: +4 Str / +9 Cun / +4 Con Changes resistances: +13% lightning / +15% temporal / +9% fire Changes damage: +6% arcane / +6% fire Stamina when hit: +3.00 Equilibrium when hit: +2.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
pair of voratun boots 'Lavariver' (0 def, 5 armour) pair of voratun boots 'Lavariver' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 16 arcane / 16 fire Changes stats: +4 Str / +3 Con Changes resistances: +15% acid / +24% fire / +13% cold Silence immunity: +50% Confusion immunity: +49% Stun/Freeze immunity: +47% Spellpower: +6 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorugatta the voratun plate armour (9 def, 16 armour) Glorugatta the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 14 light / 12 acid Changes stats: +10 Str / +15 Wil / +9 Cun Changes resistances: +18% acid / +14% physical / +48% darkness / +23% blight / +24% fire / +5% arcane Changes resistances penetration: +10% acid Changes damage: +12% acid Mental save: +25 (+2 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 129 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Torchburst TorchburstInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+1 eff.) Defense: +20 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 16 acid / 20 fire Changes stats: +18 Dex / +10 Cun / +10 Con / +20 Lck Changes resistances: +30% mind / +6% light Changes damage: +3% acid / +6% fire Confusion immunity: +35% Life regen: +1.20 Stamina each turn: +1.50 Light radius: +3 Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Deett the Cornac Mindslayer level 49
9th Allure 123rd year of Ascendancy at 06:28 see stats
By Deett the Cornac Mindslayer level 37
54th Haze 122nd year of Ascendancy at 00:26 see stats
By Deett the Cornac Mindslayer level 49
7th Allure 123rd year of Ascendancy at 13:02 see stats
By Deett the Cornac Mindslayer level 39
68th Haze 122nd year of Ascendancy at 07:54 see stats
By Deett the Cornac Mindslayer level 56
18th Regrowth 123rd year of Ascendancy at 17:24 see stats
By Deett the Cornac Mindslayer level 87
38th Dusk 123rd year of Ascendancy at 09:06 see stats
By Deett the Cornac Mindslayer level 64
22nd Pyre 123rd year of Ascendancy at 04:27 see stats
By Deett the Cornac Mindslayer level 55
13rd Regrowth 123rd year of Ascendancy at 23:22 see stats
By Deett the Cornac Mindslayer level 31
31st Haze 122nd year of Ascendancy at 21:45 see stats
By Deett the Cornac Mindslayer level 9
2nd Flare 122nd year of Ascendancy at 01:02 see stats
By Deett the Cornac Mindslayer level 53
10th Regrowth 123rd year of Ascendancy at 05:43 see stats
By Deett the Cornac Mindslayer level 31
32nd Haze 122nd year of Ascendancy at 01:14 see stats
By Deett the Cornac Mindslayer level 87
6th Dusk 123rd year of Ascendancy at 13:49 see stats
By Deett the Cornac Mindslayer level 28
19th Haze 122nd year of Ascendancy at 22:04 see stats
By Deett the Cornac Mindslayer level 38
66th Haze 122nd year of Ascendancy at 17:45 see stats
By Deett the Cornac Mindslayer level 79
3rd Flare 123rd year of Ascendancy at 01:38 see stats
By Deett the Cornac Mindslayer level 34
37th Haze 122nd year of Ascendancy at 04:10 see stats
By Deett the Cornac Mindslayer level 57
19th Regrowth 123rd year of Ascendancy at 04:46 see stats
By Deett the Cornac Mindslayer level 10
4th Flare 122nd year of Ascendancy at 09:12 see stats
By Deett the Cornac Mindslayer level 20
24th Dusk 122nd year of Ascendancy at 22:48 see stats
By Deett the Cornac Mindslayer level 30
30th Haze 122nd year of Ascendancy at 01:25 see stats
By Deett the Cornac Mindslayer level 40
79th Haze 122nd year of Ascendancy at 05:26 see stats
By Deett the Cornac Mindslayer level 50
3rd Regrowth 123rd year of Ascendancy at 11:24 see stats
By Deett the Cornac Mindslayer level 75
77th Pyre 123rd year of Ascendancy at 12:10 see stats
By Deett the Cornac Mindslayer level 48
7th Allure 123rd year of Ascendancy at 05:34 see stats
By Deett the Cornac Mindslayer level 78
5th Mirth 123rd year of Ascendancy at 02:55 see stats
By Deett the Cornac Mindslayer level 23
2nd Haze 122nd year of Ascendancy at 09:38 see stats
By Deett the Cornac Mindslayer level 29
21st Haze 122nd year of Ascendancy at 06:13 see stats
By Deett the Cornac Mindslayer level 12
8th Dusk 122nd year of Ascendancy at 22:26 see stats
By Deett the Cornac Mindslayer level 53
10th Regrowth 123rd year of Ascendancy at 07:35 see stats
By Deett the Cornac Mindslayer level 86
6th Dusk 123rd year of Ascendancy at 13:48 see stats
By Deett the Cornac Mindslayer level 40
79th Haze 122nd year of Ascendancy at 09:58 see stats
By Deett the Cornac Mindslayer level 37
54th Haze 122nd year of Ascendancy at 00:26 see stats
By Deett the Cornac Mindslayer level 87
6th Dusk 123rd year of Ascendancy at 13:49 see stats
By Deett the Cornac Mindslayer level 37
55th Haze 122nd year of Ascendancy at 06:17 see stats
By Deett the Cornac Mindslayer level 11
10th Flare 122nd year of Ascendancy at 23:58 see stats
By Deett the Cornac Mindslayer level 59
47th Regrowth 123rd year of Ascendancy at 02:31 see stats
By Deett the Cornac Mindslayer level 22
40th Dusk 122nd year of Ascendancy at 03:48 see stats
By Deett the Cornac Mindslayer level 16
14th Dusk 122nd year of Ascendancy at 21:39 see stats
By Deett the Cornac Mindslayer level 64
25th Pyre 123rd year of Ascendancy at 18:11 see stats
By Deett the Cornac Mindslayer level 48
7th Allure 123rd year of Ascendancy at 06:00 see stats
By Deett the Cornac Mindslayer level 57
20th Regrowth 123rd year of Ascendancy at 00:11 see stats
Log
Deett slows down.
Deett aims less carefully.
The shield around Deett crumbles.
Talent Warding Weapon is ready to use.
Deett deactivates Shielding.
Deett deactivates Thunderstorm.
The furious lightning storm around Deett calms down and disappears.
Deett deactivates Kinetic Shield.
Deett deactivates Beyond the Flesh.
Deett deactivates Arcane Feed.
Deett deactivates Thermal Shield.
Deett deactivates Feather Wind.
Deett deactivates Charged Aura.
Deett deactivates Defensive Posture.
Deett deactivates Chant of Fortress.
Deett is no longer frenzied.
Deett deactivates Inner Power.
Deett deactivates Precise Strikes.
Deett deactivates Arcane Combat.
Deett deactivates Augmentation.
Deett deactivates Thermal Aura.
Deett deactivates Fiery Hands.
Deett deactivates Arcane Shield.
Deett deactivates Heartstart.
Deett deactivates Elemental Harmony.
Deett deactivates Shock Hands.