Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Marauder |
Level / Exp | 50 / 1587% |
Size | medium |
Lifes / Deaths | Killed by cold drake at level 22 on the 14th Haze 122nd year of Ascendancy at 15:46 1 / 6Killed by Yvymira the Guardian at level 23 on the 12nd Regrowth 123rd year of Ascendancy at 21:26 Killed by Greater Mummy Lord at level 36 on the 2nd Dusk 123rd year of Ascendancy at 05:58 Killed by orc necromancer at level 43 on the 30th Haze 123rd year of Ascendancy at 22:48 Killed by Gorbat, Supreme Wyrmic of the Pride at level 45 on the 40th Haze 123rd year of Ascendancy at 17:38 Killed by orc master assassin at level 46 on the 5th Regrowth 124th year of Ascendancy at 19:15 |
Primary Stats
Strength | 116 (base 65) |
Dexterity | 81 (base 62) |
Constitution | 26 (base 9) |
Magic | 40 (base 16) |
Willpower | 32 (base 10) |
Cunning | 76 (base 59) |
Resources
Life | 1/1006 |
Mana | 384/504 |
Stamina | 0/391 |
Positive | 0/197 |
Healing Factor | 1.3 |
Regeneration | 37.058949968246 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +140.91459013496% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 180 |
Accuracy | 81 |
Crit Chance | 90% |
APR | 77 |
Speed | 0.91 |
Offense: Offhand
Damage | 131 |
Accuracy | 81 |
Crit Chance | 105% |
APR | 80 |
Speed | 0.91 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 36.4 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +17% |
Physical | +101% |
Cold | +40% |
All | 0% |
Lightning | +40% |
Light | +13% |
Mind | +7% |
Darkness | +43% |
Arcane | +20% |
Fire | +19% |
Nature | +20% |
Offense: Damage Penetration
Lightning | +15% |
Blight | +5% |
Physical | +31% |
Fire | +10% |
Darkness | +19% |
Defense: Base
Armour (hardiness) | -70.743764324357 (30%) |
Defense | 43.411956669777 |
Ranged Defense | 46.74529000311 |
Fatigue | 3 |
Physical Save | 40.566666666667 |
Spell Save | 37.6 |
Mental Save | 45.6 |
Defense: Resistances
Blight | + 29%( 70%) |
Physical | + 17%( 70%) |
Cold | + 53%( 70%) |
All | + 15%( 70%) |
Lightning | + 27%( 70%) |
Mind | + 21%( 70%) |
Temporal | + 28%( 70%) |
Darkness | + 36%( 70%) |
Arcane | + 22%( 70%) |
Fire | + 28%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 5% |
Confusion Resistance | 100% |
Knockback Resistance | 10% |
Stun Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 22% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 19% for 8 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1261% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 645 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. Also while Heroism is active, you will only die when reaching -735 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1220% 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 Dexterity stat. |
Class Talents
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target's strength is increased by 6 by the thrill of combat. Bloodrage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's combat attack is improved by 119. Attack |
beneficial effect | 58% chance to score a secondary blow. Greater Weapon Focus |
detrimental effect | The target has been splashed with acid, taking 78.14 acid damage per turn, reducing armour by 107 and attack by 93. Acid Splash |
beneficial effect | Increases global action speed by 41%. Speed |
beneficial effect | The target is unstoppable! It refuses to die, and at the end it will heal 751 Life. Unstoppable |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 574. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | invigorating pair of voratun boots of tirelessness (0 def, 5 armour) invigorating pair of voratun boots of tirelessness (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Stamina each turn: +2.10 Maximum life: +60.00 Maximum stamina: +40.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Betynor' alchemist's lamp 'Betynor'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Con / +5 Wil Damage when the wearer hits(melee): 15 dreamforge / 2 blight Damage when the wearer is hit: 12 dreamforge Changes resistances: +7% mind / +6% fire Changes damage: +7% mind Blindness immunity: +22% Confusion immunity: +14% Mana each turn: +0.16 Maximum stamina: +10.00 Light radius: +8 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
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: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical 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 when this weapon hits: +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. |
Tool | voratun pickaxe 'Gloritha' (dig speed 18 turns) voratun pickaxe 'Gloritha' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 Physical crit. chance: +3.0% Physical power: +7 Armour: +2 Ranged Defense: +10 Changes stats: +3 Str / +6 Dex Critical mult.: +5.00% Poison immunity: +15% Movement speed: +10% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Magmablack MagmablackCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 Changes stats: +10 Cun / +6 Con Damage when the wearer hits(melee): 39 bleed / 19 gloom Changes resistances: +2% physical / +9% fire Changes damage: +3% fire Maximum encumbrance: +20 Spell save: +18 Mental save: +12 Confusion immunity: +50% Stamina each turn: +0.20 Hate when firing a critical mind attack: +3.00 Maximum stamina: +39.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
On fingers | gladiator's voratun ring of pilfering gladiator's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +17 Physical power: +14 Defense: +15 Changes stats: +9 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | enraging stralite amulet of the eclipse enraging stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 Damage when the wearer hits(melee): 13 darkness / 13 light Damage when the wearer is hit: 11 darkness / 13 light Changes damage: +9% physical / +12% darkness / +13% light Combat speed: +10% Amulets can have magical properties. |
In main hand | Gykor the Obsidiansmasher (43-60.2 power, 6 apr) Gykor the Obsidiansmasher (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +18 nature Damage against: +29% Animal When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Physical power: +15 Armour: +4 Changes resistances: +8% arcane / +15% temporal Changes resistances penetration: +11% physical / +5% blight Changes damage: +6% darkness / +14% physical Cut immunity: +5% Knockback immunity: +10% Sharp, long, and deadly. |
Around waist | ravager's drakeskin leather belt of recklessness ravager's drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 Changes resistances penetration: +20% physical Changes damage: +23% physical Critical mult.: +15.00% A belt that goes around your waist. |
In off hand | Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +20.0% Attack speed: 100% Special effect when this weapon hits: deals physical damage up to 15% of foe's missing health, based on enemy rank When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +25.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | Lightningsmash (3 def, 13 armour) Lightningsmash (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 Armour penetration: +12 Armour: +13 Defense: +3 Damage when the wearer hits(melee): 12 lightning Changes resistances: +20% nature / +16% blight / +25% darkness / +30% cold Changes resistances penetration: +15% lightning / +19% darkness / +10% fire Changes damage: +25% darkness Critical mult.: +40.00% Stealth bonus: +39 Life regen: +1.80 Light radius: +1 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stormlord's elven-silk robe of power (5 def, 0 armour) stormlord's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Str / +7 Mag / +7 Wil Changes resistances: +14% lightning / +15% cold Changes damage: +35% physical / +20% arcane / +16% fire / +40% cold / +40% lightning / +20% acid / +20% nature / +17% blight Spellpower: +18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the duelist (+18 for 11 turns, die at -824) heroism infusion of the duelist (+18 for 11 turns, die at -824)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 Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. Also while Heroism is active, you will only die when reaching -824 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 warrior (+22 for 11 turns, die at -1158) heroism infusion of the warrior (+22 for 11 turns, die at -1158)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. Also while Heroism is active, you will only die when reaching -1158 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (1122% speed; 7 turns) movement infusion of the duelist (1122% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1122% 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 sneak (1115% speed; 6 turns) movement infusion of the sneak (1115% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1115% 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 (831% speed; 4 turns) movement infusion of the sneak (831% speed; 4 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 831% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 25; turns 5; dispells darkness)sun infusion (rad 9; power 25; turns 5; dispells darkness) 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: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 25) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure magical) wild infusion of the psychic (resist 16%; 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 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. |
wild infusion of the titan (resist 29%; cure physical) wild infusion of the titan (resist 29%; 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 29% for 8 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level. acid wave rune (262 acid damage; power 29; dur 3)acid wave rune (262 acid damage; power 29; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 5, doing 261.60 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 29 for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (426 cold damage)frozen spear rune (426 cold 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: 8.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 425.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 (368 lightning damage) lightning rune (368 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: 8.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 122.73 to 368.20 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) 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 warrior (735 lightning damage) lightning rune of the warrior (735 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: 5.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 244.91 to 734.72 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 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. |
phase door rune of the sneak (range 18; power 51; dur 8) phase door rune of the sneak (range 18; power 51; dur 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. 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. |
phase door rune of the warrior (range 14; power 58; dur 6) phase door rune of the warrior (range 14; power 58; dur 6)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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 425 for 6 turns) shielding rune of the psychic (absorb 425 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 515 for 4 turns) shielding rune of the warrior (absorb 515 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 515 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 307 for 5 turns) shielding rune of the wizard (absorb 307 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 307 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 104) teleportation rune of the titan (range 104)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 208) teleportation rune of the warrior (range 208)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 208 with a minimum range of 15. 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 |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 40/40) : Effective talent level: 2.0 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 213 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Fogvile the voratun amulet Fogvile the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +8 Dex / +7 Cun / +8 Con Damage when the wearer is hit: 12 lightning Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Life regen: +1.30 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
Haroratar the stralite amulet Haroratar the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +10 Cun / +9 Con Changes damage: +12% mind Grants telepathy: Dragon Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 26 power out of 30/30) : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 52 power out of 60/60) : Effective talent level: 1.6 Power cost: 52 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
gold amulet of magic (+4) gold amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
gold amulet of murder gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Critical mult.: +15.00% Amulets can have magical properties. |
gold amulet of strength (+4) gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
mindweaver's stralite amulet of strength (+6) mindweaver's stralite amulet of strength (+6)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str / +3 Wil Mental save: +9 Confusion immunity: +16% Mindpower: +10 Amulets can have magical properties. |
protective voratun amulet protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +10 Changes resistances cap: +7% all Physical save: +25 Amulets can have magical properties. |
savior's copper amulet of seduction savior's copper amulet of seductionCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +4% mind Changes damage: +4% mind Physical save: +12 Spell save: +13 Mental save: +13 Stamina when hit: +0.60 Mana when hit: +1.10 Equilibrium when hit: +0.60 Psi when hit: +0.60 Hate when hit: +0.20 It can be used to forces nearby enemies to attack you (rad 8), placing all other charms into a 13 cooldown. Amulets can have magical properties. |
serendipitous stralite amulet of willpower (+9) serendipitous stralite amulet of willpower (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 Defense: +12 Changes stats: +9 Lck / +6 Wil Amulets can have magical properties. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +24% Amulets can have magical properties. |
starlit gold amulet of constitution (+3) starlit gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% darkness / +20% light Blindness immunity: +24% Amulets can have magical properties. |
starlit stralite amulet of strength (+8) starlit stralite amulet of strength (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str Changes resistances: +26% darkness / +26% light Blindness immunity: +41% Amulets can have magical properties. |
steel amulet 'Fuloldir' steel amulet 'Fuloldir'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +4 Physical crit. chance: +4.0% Critical mult.: +16.00% Hate when firing a critical mind attack: +1.00 Psi when firing a critical mind attack: +3.00 Amulets can have magical properties. |
steel amulet 'Hobar' steel amulet 'Hobar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Changes damage: +3% acid Critical mult.: +10.00% Stamina each turn: +0.50 Maximum hate: +2.00 Amulets can have magical properties. |
steel amulet of dexterity (+2) steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
stralite amulet of soulsearing stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +13% fire / +10% blight Critical mult.: +14.00% Spellpower: +11 Amulets can have magical properties. |
vitalizing gold amulet of vision vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +10 Blindness immunity: +22% Life regen: +1.70 Maximum life: +48.00 Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
voratun amulet of vision voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +39% Infravision radius: +10 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
warmaker's voratun amulet warmaker's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +10 Dex / +9 Wil Amulets can have magical properties. |
warrior's gold amulet warrior's gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Belalrabreda BelalrabredaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% nature Changes resistances penetration: +10% arcane / +15% acid / +25% blight Changes damage: +18% nature / +12% acid Resist all after a teleport: +2% Rings can have magical properties. |
Isonne IsonneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +5 Wil Grants telepathy: Demon/Minor Demon/Major Mental save: +10 Rings can have magical properties. |
Obsidiancrypt ObsidiancryptCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +1 Cun Damage when the wearer hits(melee): 4 darkness Changes resistances penetration: +15% nature / +5% darkness Changes damage: +6% darkness Maximum encumbrance: +31 Infravision radius: +2 See invisible: +9 Rings can have magical properties. |
Umbrareek UmbrareekCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Damage when the wearer is hit: 4 temporal Changes resistances: +6% darkness / +6% temporal Changes resistances penetration: +10% darkness Changes damage: +3% darkness Rings can have magical properties. |
Xerilratta the gold ring Xerilratta the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 Changes resistances: +3% mind / +3% nature Mental save: +8 Silence immunity: +5% Confusion immunity: +26% Stun/Freeze immunity: +15% Rings can have magical properties. |
Xuta the Corruptionpiercer Xuta the CorruptionpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% temporal Changes damage: +6% nature Stun/Freeze immunity: +50% Life regen: +3.00 Rings can have magical properties. |
Zuboselrama the Blazereaper Zuboselrama the BlazereaperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 mind / 20 fire Mental save: +15 Disarm immunity: +34% Pinning immunity: +37% Knockback immunity: +38% Maximum life: +36.00 Maximum hate: +4.00 Life regen bonus (wilder-summons): +1.00 Rings can have magical properties. |
conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +10 Rings can have magical properties. |
gladiator's gold ring of misery gladiator's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +3 Cun / +5 Con Damage when the wearer hits(melee): 26 bleed / 12 gloom Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
gold ring of arcana(+0.20/turn) gold ring of arcana(+0.20/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +25% Mana each turn: +0.20 Rings can have magical properties. |
gold ring of clarity gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +7 Confusion immunity: +28% Rings can have magical properties. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.80 Rings can have magical properties. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +1.60 Rings can have magical properties. |
marksman's gold ring of the mind (+11%) marksman's gold ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
psionicist's copper ring of the mind (+11%) psionicist's copper ring of the mind (+11%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% mind Changes damage: +11% mind Mental save: +6 Rings can have magical properties. |
psionicist's voratun ring of clarity psionicist's voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Mental save: +35 Confusion immunity: +45% Rings can have magical properties. |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Blindness immunity: +21% See stealth: +8 See invisible: +6 Rings can have magical properties. |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Rings can have magical properties. |
rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Rings can have magical properties. |
rogue's stralite ring of nature (+28%) rogue's stralite ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
savage's stralite ring of sensing savage's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +18 Blindness immunity: +44% Maximum stamina: +21.00 See stealth: +17 See invisible: +21 Rings can have magical properties. |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 Armour penetration: +8 Defense: +8 Changes stats: +5 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +15 Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 Armour penetration: +15 Defense: +15 It can be used to activate talent Disengage, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's stralite ring of darkness (+28%) titan's stralite ring of darkness (+28%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +28% darkness Changes damage: +14% darkness Physical save: +10 Rings can have magical properties. |
treant's gold ring of tenacity treant's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% nature Physical save: +16 Poison immunity: +16% Disease immunity: +18% Disarm immunity: +34% Pinning immunity: +35% Knockback immunity: +38% Maximum life: +33.00 Rings can have magical properties. |
treant's stralite ring of speed treant's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +13 Changes resistances: +13% nature Physical save: +18 Poison immunity: +19% Disease immunity: +22% Movement speed: +18% It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 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 37% for 5 turns. Rings can have magical properties. |
warrior's steel ring of arcana(+0.14/turn) warrior's steel ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +20% Mana each turn: +0.14 Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +20% Life regen: +1.80 Rings can have magical properties. |
warrior's voratun ring of lightning (+30%) warrior's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str Changes resistances: +30% lightning Changes damage: +15% lightning Rings can have magical properties. |
wizard's gold ring wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag Spell save: +14 Rings can have magical properties. |
wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +2 Mag Spell save: +4 Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
wizard's stralite ring of blinding strikes wizard's stralite ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Damage when the wearer hits(melee): 11 physical / 11 blinding / 11 lightning Damage when the wearer is hit: 7 physical / 11 blinding / 11 lightning Spell save: +12 Rings can have magical properties. |
wizard's stralite ring of fire (+34%) wizard's stralite ring of fire (+34%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +34% fire Changes damage: +17% fire Spell save: +14 Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 22 power out of 40/40) : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 20 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Offalcut the voratun dagger (37-48.1 power, 9 apr) Offalcut the voratun dagger (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +10 nature Damage against: +6% Animal When wielded/worn: Accuracy: +9 Defense: +11 Changes stats: +4 Cun / +3 Wil Damage when the wearer hits(melee): 2 nature Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +12% fire Mindpower: +12 Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +10% physical / +8% light Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Poluma the voratun dagger (37-48.1 power, 9 apr) Poluma the voratun dagger (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 125% Special effect when this weapon crits: wounds the target Damage conversion: 40% ice Damage against: +20% Spiderkin When wielded/worn: Accuracy: +24 Armour penetration: +2 Physical crit. chance: +11.0% Physical power: +12 Armour: +12 Changes stats: +12 Dex / +2 Con Changes resistances penetration: +12% cold Poison immunity: +15% Maximum life: +10.00 New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Spelldrinker (28-36.4 power, 9 apr) Spelldrinker (28-36.4 power, 9 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). Special effect when this weapon hits: steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 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. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
caustic steel dagger of ruin (10.5-13.65 power, 6 apr) caustic steel dagger of ruin (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 28% acid blind When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Changes resistances penetration: +8% acid Critical mult.: +12.00% Life regen: +2.00 Sharp, short and deadly. |
caustic voratun dagger of crippling (37-48.1 power, 9 apr) caustic voratun dagger of crippling (37-48.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 36% acid blind When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +11% acid Life regen: +2.00 Sharp, short and deadly. |
plaguebringer's voratun dagger of ruin (37.5-48.75 power, 9 apr) plaguebringer's voratun dagger of ruin (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +16 blight When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Critical mult.: +14.00% Disease immunity: +28% Sharp, short and deadly. |
plaguebringer's voratun dagger of shearing (39-50.7 power, 9 apr) plaguebringer's voratun dagger of shearing (39-50.7 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +14 blight When wielded/worn: Armour penetration: +12 Changes resistances penetration: +11% physical Changes damage: +12% physical Disease immunity: +19% Sharp, short and deadly. |
quick voratun dagger of evisceration (36.5-47.45 power, 9 apr) quick voratun dagger of evisceration (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +12 Physical crit. chance: +8.0% Physical power: +12 Changes stats: +6 Dex Sharp, short and deadly. |
quick voratun dagger of gravity (39.5-51.35 power, 9 apr) quick voratun dagger of gravity (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +13 gravity When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes damage: +12% physical Sharp, short and deadly. |
voratun dagger 'Flashbile' (37.5-48.75 power, 10 apr) voratun dagger 'Flashbile' (37.5-48.75 power, 10 apr)Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage when this weapon hits: +12 mind Damage against: +5% Elemental When wielded/worn: Changes stats: +2 Con Changes resistances: +3% fire Stamina each turn: +0.20 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
voratun dagger of shearing (39-50.7 power, 9 apr) voratun dagger of shearing (39-50.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Changes resistances penetration: +10% physical Changes damage: +12% physical Sharp, short and deadly. |
warbringer's voratun greatsword of ruin (63-100.8 power, 4 apr) warbringer's voratun greatsword of ruin (63-100.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +17.0% Physical power: +18 Changes stats: +9 Con Changes resistances penetration: +18% physical Critical mult.: +24.00% Disarm immunity: +42% Massive two-handed swords. |
penetrating dragonbone longbow of true flight penetrating dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 Physical crit. chance: +15.0% Changes resistances penetration: +25% physical Damage Shield penetration: +59% Longbows are used to shoot arrows at your foes. |
Wintertide (45-63 power, 10 apr) Wintertide (45-63 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 It can be used to generate a burst of ice, costing 7 power out of 18/18. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
blazebringer's stralite longsword of massacre (41.5-58.1 power, 5 apr) blazebringer's stralite longsword of massacre (41.5-58.1 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 37% fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +5% Sharp, long, and deadly. |
acidic voratun mace of shearing (46.5-65.1 power, 6 apr) acidic voratun mace of shearing (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +20 acid When wielded/worn: Armour penetration: +15 Changes resistances penetration: +15% physical Changes damage: +14% physical Blunt and deadly. |
Offalwilter (40-56 power, 6 apr) Offalwilter (40-56 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 20% darkness When wielded/worn: Accuracy: +15 Defense: +14 Changes stats: +1 Cun Damage when the wearer is hit: 4 mind Changes resistances: +3% nature Changes damage: +12% nature Allows you to breathe in: water Psi each turn: +0.40 Maximum hate: +2.00 Life regen bonus (wilder-summons): +3.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental voratun waraxe of ruin (39.5-55.3 power, 6 apr)elemental voratun waraxe of ruin (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 22% fire / 21% cold / 25% lightning / 21% acid When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Critical mult.: +20.00% One-handed war axes. |
quick voratun waraxe of corruption (40.5-56.7 power, 6 apr) quick voratun waraxe of corruption (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +20 darkness / +19 blight When wielded/worn: Accuracy: +15 Changes stats: +7 Dex One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personal shield, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Torchoath the hardened leather belt Torchoath the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 mind Changes resistances: +9% mind Changes resistances penetration: +5% mind / +11% physical Changes damage: +17% physical / +3% fire A belt that goes around your waist. |
drakeskin leather belt of burglary drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Trap disarming bonus: +27 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
drakeskin leather belt of containment drakeskin leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +98.00 Maximum mana: +80.00 Maximum stamina: +49.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +38.00 Reduces paradox failures(equivalent to willpower): +34 A belt that goes around your waist. |
skylord's hardened leather belt of carrying skylord's hardened leather belt of carryingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +5 Dex / +4 Wil / +5 Cun Maximum encumbrance: +38 Physical save: +16 Spell save: +14 Mental save: +14 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 Changes stats: +7 Mag Damage when the wearer is hit: 60 ice Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a blast of ice, costing 26 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour) battlemaster's elven-silk cloak of the Shaloren (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Str / +3 Dex / +4 Mag / +4 Wil / +6 Con Talent mastery: +0.30 Technique / Combat training Spell save: -30 Stamina each turn: +1.40 Mana each turn: -0.44 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunt (2 def, 0 armour) cashmere cloak of the hunt (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 Defense: +2 Fatigue: -6% Maximum life: +42.00 It can be used to activate talent Blinding Speed, placing all other charms into a 39 cooldown : Effective talent level: 5.2 Power cost: 39 out of 45/45. 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. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of implacability (3 def, 0 armour) elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Physical save: +15 Mental save: +13 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of the hunt (3 def, 0 armour) wyrmwaxed elven-silk cloak of the hunt (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 Defense: +3 Fatigue: -10% Changes resistances: +9% fire / +10% cold / +10% lightning / +10% acid Maximum life: +110.00 It can be used to activate talent Blinding Speed, placing all other charms into a 39 cooldown : Effective talent level: 2.6 Power cost: 39 out of 45/45. 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 28% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. When wielded/worn: Armour: +3 Defense: +9 Changes stats: +5 Mag / +3 Wil Damage when the wearer is hit: 10 temporal Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Spellpower: +23 It can be used to activate talent Damage Smearing (costing 22 power out of 25/25) : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
stormlord's elven-silk robe of power (5 def, 0 armour) stormlord's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +15% cold Changes damage: +33% physical / +20% arcane / +19% fire / +36% cold / +35% lightning / +20% acid / +20% nature / +20% blight Spellpower: +19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of the elements (5 def, 0 armour) tormentor's elven-silk robe of the elements (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +10 Cun Damage when the wearer hits(melee): 10 fire / 10 cold / 9 lightning / 10 acid Damage when the wearer is hit: 12 fire / 15 cold / 13 lightning / 14 acid Changes resistances: +8% fire / +8% cold / +8% lightning / +8% acid Changes damage: +10% fire / +9% cold / +10% lightning / +10% acid Critical mult.: +39.00% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of chaos (5 def, 0 armour) verdant elven-silk robe of chaos (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +9 Con Changes resistances: +15% physical / -15% arcane / +15% fire / -13% cold / -15% nature / +15% blight Changes resistances penetration: +19% physical / +20% fire / +20% blight Changes damage: +20% nature Life regen: +9.00 Spellpower on spell critical (stacks up to 3 times): +9 Spell crit. chance: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of nature (+46%) (3 def, 0 armour) verdant silk robe of nature (+46%) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +7 Con Changes resistances: +46% nature Changes damage: +31% nature Life regen: +5.90 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +6 Armour: +5 Fatigue: +5% Movement speed: +20% A pair of boots made of leather. |
Adugaba the Blazefury (0 def, 8 armour) Adugaba the Blazefury (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +4 Armour: +8 Changes stats: +1 Str / +5 Con Changes damage: +3% lightning Physical save: +24 Spell save: +4 Mental save: +23 Maximum life: +115.00 When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). Damage when this weapon hits: +22 physical It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 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 31% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Emelayatta (0 def, 3 armour) Emelayatta (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when the wearer hits(melee): 32 mind / 2 blight / 40 darkness Changes resistances: +6% blight Changes resistances penetration: +15% acid Changes damage: +3% mind Mental save: -5 Life regen: +6.00 Stamina each turn: +1.20 Mana each turn: +0.40 Psi each turn: +0.40 Spellpower: +16 Spell crit. chance: +10% Mindpower: +10 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Elemental bolt (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage when this weapon hits: +17 arcane / +4 acid / +12 acid blind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +18 gloom It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of dispersion (0 def, 9 armour) heroic drakeskin leather gloves of dispersion (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +9 Mag / +9 Wil Damage when the wearer hits(melee): 18 arcane Changes resistances: +10% arcane Mental save: +14 Maximum life: +80.00 When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage when this weapon hits: +15 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10.0 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. |
restful hardened leather gloves of dispersion (0 def, 2 armour) restful hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +5 Mag / +5 Wil Damage when the wearer hits(melee): 8 arcane Changes resistances: +5% arcane Life regen: +2.10 Stamina each turn: +0.80 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage when this weapon hits: +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10.0 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. |
Daimylavor (0 def, 5 armour) Daimylavor (0 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: Armour penetration: +1 Physical power: +10 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +2 Dex / +13 Wil / +7 Con Damage when the wearer hits(melee): 4 physical Damage when the wearer is hit: 8 physical Changes resistances: +14% blight / +18% darkness / +20% light Changes resistances penetration: +5% blight Mental save: +15 Maximum stamina: +5.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Infernowreck the voratun helm (0 def, 5 armour)Infernowreck the voratun helm (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Wil Damage when the wearer hits(melee): 2 arcane / 4 fire Changes resistances: +6% blight / +20% darkness / +18% light Changes resistances penetration: +5% blight Changes damage: +15% blight Spell save: +3 Mana each turn: +0.08 Vim when firing critical spell: +3.00 Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed drakeskin leather cap of trickery (0 def, 5 armour) bladed drakeskin leather cap of trickery (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun Damage when the wearer is hit: 10 physical Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 945.07 physical damage. If the attack hits, the target is confused for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
insulating cashmere wizard hat of earthrunes (2 def, 4 armour) insulating cashmere wizard hat of earthrunes (2 def, 4 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Changes stats: +4 Con Changes resistances: +10% fire / +7% cold It can be used to activate talent Stone Wall, placing all other charms into a 69 cooldown : Effective talent level: 2.0 Power cost: 69 out of 80/80. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 197.29 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +20% fire / +10% all / +5% light Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 121.22 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
This item will automatically be transmogrified when you leave the level. enlightening drakeskin leather armour of the sky (13 def, 8 armour)enlightening drakeskin leather armour of the sky (13 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 Ranged Defense: +10 Fatigue: +8% Changes stats: +8 Dex / +8 Wil / +9 Cun Changes resistances: +30% lightning / +30% cold Mental save: +19 A suit of armour made of leather. |
searing drakeskin leather armour of the wind (20 def, 1 armour) searing drakeskin leather armour of the wind (20 def, 1 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +10.0% Armour: +1 Defense: +20 Fatigue: +8% Damage when the wearer hits(melee): 17 fire / 17 acid Damage when the wearer is hit: 15 fire / 16 acid Changes resistances: +29% fire / +28% acid Stamina each turn: +1.50 Maximum life: -79.00 It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
Brodylin (9 def, 16 armour) Brodylin (9 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: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +6 Str / +3 Mag / +9 Wil / +5 Con Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 14 light Changes resistances: +15% physical / +13% fire / +15% cold / +45% lightning / +15% acid / +28% blight / +30% darkness Changes damage: +6% blight / +24% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +31% Knockback immunity: +40% Light radius: +1 Defense after a teleport: +5 A suit of armour made of metal plates. |
Sulfurrace (12 def, 15 armour, 323 block) Sulfurrace (12 def, 15 armour, 323 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Con Damage when the wearer hits(melee): 6 nature Changes resistances: +9% nature Changes resistances penetration: +5% nature Talent granted: +5 Block Physical save: +14 Handheld deflection devices |
voratun shield 'Blazebolt' (12 def, 3 armour, 196 block) voratun shield 'Blazebolt' (12 def, 3 armour, 196 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +7 Con Damage when the wearer is hit: 8 nature / 8 temporal Changes resistances: +23% lightning / +26% acid Changes resistances penetration: +5% temporal Changes damage: +9% temporal / +6% fire Talent granted: +5 Block Life regen: +4.00 Healing mod.: +30% Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 86 power out of 100/100. The very essence of bearness! |
battle-ranger's quiver of dragonbone arrows of gravity (34/34, 54-75.6 power, 18 apr) battle-ranger's quiver of dragonbone arrows of gravity (34/34, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 34 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +20 gravity When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Thundercut' (14/79, 52-72.8 power, 18 apr) quiver of dragonbone arrows 'Thundercut' (14/79, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 80 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Damage when this weapon hits(ranged): +24 lightning Burst (radius 2) on crit: +8 lightning Damage conversion: 20% blight When wielded/worn: Ammo reloads per turns: +8 Arrows are used with bows to pierce your foes to death. |
575 alchemist agate 575 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Glareraptor (dig speed 23 turns) Glareraptor (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Str / +2 Dex Damage when the wearer is hit: 8 light Changes resistances: +12% light Changes damage: +6% temporal Grants telepathy: Dragon Demon/Major Demon/Minor When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Unrydas the Mucusviper Unrydas the MucusviperCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +4 Defense: +9 Changes stats: +1 Str Changes resistances: +6% blight Changes resistances penetration: +15% nature Changes damage: +12% arcane Physical save: +29 Spell save: +20 Mental save: +20 Blindness immunity: +37% Confusion immunity: +30% Life regen: +1.00 Light radius: +14 See stealth: +20 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% darkness Changes damage: +11% light Damage affinity(heal): +5% light Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 33.97 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern of corpselight dwarven lantern of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% darkness / +15% blight Spellpower: +6 Spell crit. chance: +6% Light radius: +4 Infravision radius: +6 See invisible: +15 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 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 24 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of the forge dwarven lantern of the forgeInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 30 dreamforge Damage when the wearer is hit: 28 dreamforge Changes resistances: +8% mind / +10% fire Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of corpselight preserving dwarven lantern of corpselightPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +14% darkness / +20% blight Life regen: +3.00 Spellpower: +5 Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +13 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 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 24 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's alchemist's lamp of the moons void-walker's alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% cold / +10% light / +8% temporal Changes damage: +10% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 166.16 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of corpselight watchleader's dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +14% darkness / +13% blight Blindness immunity: +50% Confusion immunity: +27% Spellpower: +6 Spell crit. chance: +6% Light radius: +10 Infravision radius: +5 See stealth: +25 See invisible: +34 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 6.5 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -10% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -20% Combat speed: +20% Casting speed: +20% Mental speed: +20% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 18 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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 fire, costing 43 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
overpowered dwarven-steel torque of mindblast [power 329] (8/9 cooldown) overpowered dwarven-steel torque of mindblast [power 329] (8/9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 164-329), placing all other charms into a 9 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of charged psionic shield [power 129] (8/18 cooldown) telekinetic stralite torque of charged psionic shield [power 129] (8/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning and blight damage by 129 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of psychoportation [power 66] (8/26 cooldown) telekinetic voratun torque of psychoportation [power 66] (8/26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to teleport randomly (rad 66), placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of clear mind [power 5] (8/18 cooldown) warded voratun torque of clear mind [power 5] (8/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of thermal psionic shield [power 131] (8/18 cooldown) warded voratun torque of thermal psionic shield [power 131] (8/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +4 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire and cold damage by 131 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Duvithel the dragonbone totem of cure poisons [power 4] (8/18 cooldown) Duvithel the dragonbone totem of cure poisons [power 4] (8/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes stats: +2 Wil Changes resistances penetration: +15% blight Disease immunity: +10% Teleport immunity: +10% Damage Shield penetration: +30% It can be used to remove up to 4 poisons from the target, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
Fogream the elven-wood totem of cure illness [power 2] (8/12 cooldown) Fogream the elven-wood totem of cure illness [power 2] (8/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +10% mind / +5% darkness Psi when firing a critical mind attack: +3.00 Hate per kill: +2.00 Maximum psi: +10.00 Mindpower: +6 It can be used to remove up to 2 diseases from the target, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
Splendourwinter [power 52] (8/26 cooldown) Splendourwinter [power 52] (8/26 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Changes damage: +3% arcane It can be used to harden the skin for 6 turns increasing armour by 52 and armour hardiness by 50%, placing all other charms into a 26 cooldown. Natural totems are made by powerful wilders to store nature power. |
Xanobretha the Demonknight [power 4] (8/24 cooldown) Xanobretha the Demonknight [power 4] (8/24 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -4% Damage when the wearer is hit: 4 darkness Maximum encumbrance: +40 It can be used to remove up to 4 poisons from the target, placing all other charms into a 24 cooldown. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure illness 'Falythad' [power 5] (8/18 cooldown) dragonbone totem of cure illness 'Falythad' [power 5] (8/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 12 mind Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major It can be used to remove up to 5 diseases from the target, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of cure poisons [power 6] (8/30 cooldown) overpowered dragonbone totem of cure poisons [power 6] (8/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 6 poisons from the target, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of cure illness [power 2] (8/13 cooldown) quick elven-wood totem of cure illness [power 2] (8/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 2 diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 83] (8/18 cooldown) rushing dragonbone totem of thorny skin [power 83] (8/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws It can be used to harden the skin for 6 turns increasing armour by 83 and armour hardiness by 70%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of cure illness [power 6] (8/25 cooldown) supercharged dragonbone totem of cure illness [power 6] (8/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 6 diseases from the target, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 90] (8/18 cooldown) tentacled dragonbone totem of thorny skin [power 90] (8/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 6 turns increasing armour by 90 and armour hardiness by 70%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed elven-wood totem of healing [power 180] (8/31 cooldown) webbed elven-wood totem of healing [power 180] (8/31 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Lay Web It can be used to heal the target for 180, placing all other charms into a 31 cooldown. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 147] (8/31 cooldown) yew totem of healing [power 147] (8/31 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 147, placing all other charms into a 31 cooldown. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Murktorrent the dragonbone wand of trap destruction [power 114] (8/13 cooldown) Murktorrent the dragonbone wand of trap destruction [power 114] (8/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Dex / +4 Mag Damage when the wearer is hit: 8 darkness Changes resistances: +6% arcane Changes damage: +3% lightning See invisible: +9 It can be used to try to disarm traps in a line (disarm power 114), placing all other charms into a 13 cooldown. When used: 100% chance to regenerate 9 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration [power 421] (8/6 cooldown) dragonbone wand of conjuration [power 421] (8/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element (dam 210-421), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of illumination 'Xaniriatira' [power 15] (8/5 cooldown) dragonbone wand of illumination 'Xaniriatira' [power 15] (8/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% mind Talent cooldown: Void Blast (+6 turn) Talent granted: +4 Void Blast Hate when firing a critical mind attack: +1.00 It can be used to light the area around you (rad 15), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of detection [power 13] (8/13 cooldown) warded dragonbone wand of detection [power 13] (8/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 fire / +4 cold / +5 lightning / +4 blight / +5 temporal Talent granted: +1 Ward It can be used to detect the presence of creatures around you (rad 13), placing all other charms into a 13 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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% Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Marauder the Shalore Marauder level 33
74th Pyre 123rd year of Ascendancy at 15:55 see stats
By Marauder the Shalore Marauder level 28
78th Regrowth 123rd year of Ascendancy at 20:11 see stats
By Marauder the Shalore Marauder level 50
26th Regrowth 124th year of Ascendancy at 05:37 see stats
By Marauder the Shalore Marauder level 37
17th Dusk 123rd year of Ascendancy at 00:36 see stats
By Marauder the Shalore Marauder level 25
57th Regrowth 123rd year of Ascendancy at 22:39 see stats
By Marauder the Shalore Marauder level 28
70th Regrowth 123rd year of Ascendancy at 14:15 see stats
By Marauder the Shalore Marauder level 14
26th Dusk 122nd year of Ascendancy at 10:39 see stats
By Marauder the Shalore Marauder level 35
9th Mirth 123rd year of Ascendancy at 03:48 see stats
By Marauder the Shalore Marauder level 21
10th Haze 122nd year of Ascendancy at 15:43 see stats
By Marauder the Shalore Marauder level 50
74th Regrowth 124th year of Ascendancy at 09:59 see stats
By Marauder the Shalore Marauder level 19
47th Dusk 122nd year of Ascendancy at 11:47 see stats
By Marauder the Shalore Marauder level 26
60th Regrowth 123rd year of Ascendancy at 17:30 see stats
By Marauder the Shalore Marauder level 50
67th Regrowth 124th year of Ascendancy at 17:57 see stats
By Marauder the Shalore Marauder level 33
77th Pyre 123rd year of Ascendancy at 16:40 see stats
By Marauder the Shalore Marauder level 28
78th Regrowth 123rd year of Ascendancy at 20:45 see stats
By Marauder the Shalore Marauder level 10
2nd Summertide 122nd year of Ascendancy at 23:33 see stats
By Marauder the Shalore Marauder level 20
57th Dusk 122nd year of Ascendancy at 04:08 see stats
By Marauder the Shalore Marauder level 30
8th Pyre 123rd year of Ascendancy at 13:59 see stats
By Marauder the Shalore Marauder level 40
78th Dusk 123rd year of Ascendancy at 20:32 see stats
By Marauder the Shalore Marauder level 50
26th Regrowth 124th year of Ascendancy at 00:05 see stats
By Marauder the Shalore Marauder level 46
6th Regrowth 124th year of Ascendancy at 04:09 see stats
By Marauder the Shalore Marauder level 50
69th Regrowth 124th year of Ascendancy at 15:01 see stats
By Marauder the Shalore Marauder level 48
19th Regrowth 124th year of Ascendancy at 18:59 see stats
By Marauder the Shalore Marauder level 23
39th Haze 122nd year of Ascendancy at 08:44 see stats
By Marauder the Shalore Marauder level 35
6th Flare 123rd year of Ascendancy at 01:28 see stats
By Marauder the Shalore Marauder level 22
14th Haze 122nd year of Ascendancy at 17:08 see stats
By Marauder the Shalore Marauder level 36
12nd Dusk 123rd year of Ascendancy at 13:47 see stats
By Marauder the Shalore Marauder level 50
74th Regrowth 124th year of Ascendancy at 09:59 see stats
By Marauder the Shalore Marauder level 23
12nd Regrowth 123rd year of Ascendancy at 11:21 see stats
By Marauder the Shalore Marauder level 11
1st Flare 122nd year of Ascendancy at 14:50 see stats
By Marauder the Shalore Marauder level 28
78th Regrowth 123rd year of Ascendancy at 20:11 see stats
By Marauder the Shalore Marauder level 50
44th Regrowth 124th year of Ascendancy at 02:37 see stats
By Marauder the Shalore Marauder level 50
74th Regrowth 124th year of Ascendancy at 09:59 see stats
By Marauder the Shalore Marauder level 45
80th Haze 123rd year of Ascendancy at 10:32 see stats
By Marauder the Shalore Marauder level 12
5th Flare 122nd year of Ascendancy at 23:58 see stats
By Marauder the Shalore Marauder level 23
10th Decay 122nd year of Ascendancy at 19:37 see stats
By Marauder the Shalore Marauder level 38
53rd Dusk 123rd year of Ascendancy at 10:17 see stats
By Marauder the Shalore Marauder level 24
24th Regrowth 123rd year of Ascendancy at 09:02 see stats
By Marauder the Shalore Marauder level 32
33rd Pyre 123rd year of Ascendancy at 09:28 see stats
By Marauder the Shalore Marauder level 23
39th Haze 122nd year of Ascendancy at 08:44 see stats
By Marauder the Shalore Marauder level 32
33rd Pyre 123rd year of Ascendancy at 15:50 see stats
By Marauder the Shalore Marauder level 1
79th Pyre 122nd year of Ascendancy at 04:06 see stats
Log
Argoniel resists the dream forge!
Argoniel resists the dream forge!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Marauder performs a melee critical strike against Argoniel!
Marauder prepares for the next kill!.
Marauder is unstoppable!
Marauder hits Argoniel for 220 physical, 10 nature, 9 lightning, 1 blight, 7 light, 11 darkness, 11 physical, 2 mind, 1 fire, 193 physical, 10 nature, 9 lightning, 1 blight, 7 light, 11 darkness, 11 physical, 2 mind, 1 fire, 175 physical, 9 lightning, 1 blight, 7 light, 11 darkness, 11 physical, 2 mind, 1 fire, 1675 physical (2410 total damage).
Argoniel hits Marauder for (7 refused), 0 physical, (7 refused), 0 physical, (7 refused), 0 physical (0 total damage).
Marauder killed Argoniel!
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 23 acid damage.
Burning Shock from Elandar hits High Sun Paladin Aeryn for 20 fire damage.
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [61 healing].
Bleeding from Marauder hits High Sun Paladin Aeryn for 42 physical damage.
Deep Wound from Marauder hits High Sun Paladin Aeryn for 36 physical damage.
Burning from Marauder hits High Sun Paladin Aeryn for 2 fire damage.
Marauder deactivates Momentum.
Marauder slows down.
Marauder deactivates Precision.
Marauder deactivates Total Thuggery.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Insane (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Option unlocked: New game difficulty mode: Madness
Saving game...
Saving done.
Marauder no longer revels in blood quite so much.