Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Shadowblade |
Level / Exp | 50 / 5714% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 63 (base 26) |
Dexterity | 105 (base 66) |
Constitution | 38 (base 10) |
Magic | 60 (base 30) |
Willpower | 61 (base 40) |
Cunning | 101 (base 60) |
Resources
Mana | 239/239 |
Equilibrium | 0 |
Life | 1219/1219 |
Stamina | 354/354 |
Paradox | 150 |
Healing Factor | 1.26 |
Regeneration | 0.315 |
Speed
Mental | +14.3% |
Attack | 0% |
Movement | 0% |
Spell | +14.3% |
Global | +145% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 219 |
Offense: Mainhand
Damage | 118 |
Accuracy | 74 |
Crit Chance | 82% |
APR | 9 |
Speed | 0.87 |
Offense: Offhand
Damage | 66 |
Accuracy | 74 |
Crit Chance | 94% |
APR | 12 |
Speed | 0.87 |
Offense: Spell
Spellpower | 55.238333333333 |
Crit Chance | 64% |
Speed | 0.87489063867017 |
Offense: Mind
Mindpower | 47.7 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +67% |
Temporal | +20% |
All | +17% |
Physical | +25% |
Arcane | +30% |
Nature | +57% |
Offense: Damage Penetration
Darkness | +15% |
Defense: Base
Armour (hardiness) | 67.8 (95%) |
Defense | 48.583333333333 |
Ranged Defense | 48.583333333333 |
Fatigue | 9 |
Physical Save | 53.241666666667 |
Spell Save | 42.241666666667 |
Mental Save | 50.358333333333 |
Defense: Resistances
Blight | + 56%( 70%) |
Physical | + 47%( 70%) |
Cold | + 59%( 70%) |
All | + 45%( 70%) |
Darkness | + 47%( 70%) |
Temporal | + 53%( 70%) |
Lightning | + 59%( 70%) |
Fire | + 37%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Disarm Resistance | 25% |
Poison Resistance | 20% |
Knockback Resistance | 35% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 804 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 28% for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. Also while Heroism is active, you will only die when reaching -833 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning 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 1222% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1062% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Spell / Stone alchemy | 0.90 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Essence of Speed |
talent | Premonition |
talent | Shadow Feed |
talent | Shadow Combat |
beneficial effect | The target filled with the spirit of the bunnies! This grants absolutly no special effects, but it looks very very cute! Bunnyficated! |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Cunning 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3858. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 0 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This item has been sent to the Item's Vault. |
Quiver | 439 alchemist agate 439 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. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 0 power out of 150/150) : Effective talent level: 4.0 Power cost: 0 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 31.88 cold damage and 34.06 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Helm 1 (0 def, 11 armour) Helm 1 (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +11 Fatigue: +5% Changes stats: +10 Lck Damage when the wearer hits(melee): 4 arcane Damage when the wearer is hit: 4 darkness Changes resistances: +14% nature / +13% lightning / +15% temporal Changes resistances penetration: +15% darkness Changes damage: +12% darkness / +3% arcane Spell save: +10 Maximum life: +78.00 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +4 Healing mod.: +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves 1 (0 def, 3 armour) Gloves 1 (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 Physical crit. chance: +20.0% Armour: +3 Changes stats: +6 Dex / +5 Con Damage when the wearer hits(melee): 11 nature Changes resistances: +10% nature / +3% darkness Changes damage: +10% nature / +6% darkness / +3% temporal Critical mult.: +31.00% Physical save: +10 Spell save: +10 Mental save: +10 Spell crit. chance: +18% Mental crit. chance: +20% It can be used to activate talent Juggernaut, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 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 25% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Ebonyking of thorny skin [power 35] (0 cooldown) Ebonyking of thorny skin [power 35] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 8 darkness Changes resistances: +12% lightning / +4% physical Changes damage: +12% darkness Poison immunity: +20% Disarm immunity: +25% Confusion immunity: +35% Knockback immunity: +35% Defense after a teleport: +20 It can be used to hardens the skin for 6 turns increasing armour by 35 and armour hardiness by 60%, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. |
In main hand | Crystalline Voratun dagger (47.5-61.75 power, 9 apr) Crystalline Voratun dagger (47.5-61.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 It is part of a set of items. Base power: 47.5 - 61.8 Uses stats: 45% Str, 45% Dex Damage type: Arcane Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Spellpower: +12 Sharp, short and deadly. |
Around waist | balancing drakeskin leather belt of carrying balancing drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +9 Physical crit. chance: +6.0% Fatigue: -9% Changes stats: +6 Cun / +6 Dex Maximum encumbrance: +60 A belt that goes around your waist. |
In off hand | 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. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical 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 0 power out of 40/40) : Effective talent level: 3.0 Power cost: 0 out of 40/40. Range: 5.00 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 26 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 +6% 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. |
Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. 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 0 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. |
Main armor | fortifying voratun plate armour of delving (bloodstone) (9 def, 16 armour) fortifying voratun plate armour of delving (bloodstone) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +15 Str / +5 Con Stun/Freeze immunity: +60% Maximum life: +94.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
duelist's heroism infusion (+21 for 11 turns, die at -634) duelist's heroism infusion (+21 for 11 turns, die at -634)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. Also while Heroism is active, you will only die when reaching -634 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. 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. |
duelist's heroism infusion (+20 for 11 turns, die at -677) duelist's heroism infusion (+20 for 11 turns, die at -677)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. Also while Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. 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. |
duelist's regeneration infusion (heal 615 over 5 turns) duelist's regeneration infusion (heal 615 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's sun infusion (rad 6; power 143; turns 5; dispells darkness) sneak's sun infusion (rad 6; power 143; 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 72). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 143) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's sun infusion (rad 7; power 142; turns 3; dispells darkness) sneak's sun infusion (rad 7; power 142; turns 3; 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 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 71). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 142) for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's wild infusion (resist 30%; cure magical, physical) sneak's wild infusion (resist 30%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's wild infusion (resist 40%; cure mental, magical) sneak's wild infusion (resist 40%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 40% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's regeneration infusion (heal 542 over 5 turns) titan's regeneration infusion (heal 542 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 542 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's wild infusion (resist 24%; cure mental, magical) titan's wild infusion (resist 24%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 24% for 7 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. |
wild infusion (resist 16%; cure mental, magical) wild infusion (resist 16%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 16% for 6 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 (resist 18%; cure mental, magical) wild infusion (resist 18%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 18% for 4 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 (resist 10%; cure mental, physical) wild infusion (resist 10%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 10% for 4 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 (resist 25%; cure magical, mental) wild infusion (resist 25%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 25% for 8 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. |
Rune of the Rift (394.00 temporal damage, removed from time 4 turns) Rune of the Rift (394.00 temporal damage, removed from time 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: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 472.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
duelist's heat beam rune (515 fire damage) duelist's heat beam rune (515 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 514.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psychic's acid wave rune (302 acid damage; power 15; dur 3) psychic's acid wave rune (302 acid damage; power 15; 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 301.63 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 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. |
psychic's heat beam rune (489 fire damage) psychic's heat beam rune (489 fire 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: 8.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 488.83 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
psychic's lightning rune (457 lightning damage) psychic's lightning rune (457 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: 8.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 152.41 to 457.24 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 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. |
sneak's acid wave rune (394 acid damage; power 15; dur 3) sneak's acid wave rune (394 acid damage; power 15; 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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 394.06 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's controlled phase door rune (range 15) sneak's controlled phase door rune (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 15. 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. |
sneak's invisibility rune (power 21 for 7 turns) sneak's invisibility rune (power 21 for 7 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: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 21) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
sneak's lightning rune (502 lightning damage) sneak's lightning rune (502 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: 8.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 167.23 to 501.70 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 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. |
titan's acid wave rune (282 acid damage; power 15; dur 3) titan's acid wave rune (282 acid damage; power 15; 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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 282.44 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 turns. 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. |
warrior's shielding rune (absorb 491 for 8 turns) warrior's shielding rune (absorb 491 for 8 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: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 491 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's acid wave rune (365 acid damage; power 15; dur 3) wizard's acid wave rune (365 acid damage; power 15; 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 365.04 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 15 for 3 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 0 power out of 60/60. The evilness of undeath radiates from this amulet. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun / +9 Con See stealth: +10 See invisible: +10 Amulets can have magical properties. |
Natureoblivion NatureoblivionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 12 fire Damage when the wearer is hit: 20 nature / 16 fire Changes damage: +18% nature Amulets can have magical properties. |
grounding stralite amulet of mastery (0.33 Cunning / Dirty fighting) grounding stralite amulet of mastery (0.33 Cunning / Dirty fighting)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +25% lightning Talent mastery: +0.33 Cunning / Dirty fighting Stun/Freeze immunity: +44% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 0 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Nightsage NightsageInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 10 lightning Damage when the wearer is hit: 16 darkness Changes resistances: +5% arcane / +20% nature / +15% cold Changes damage: +30% darkness Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 0 power out of 50/50) : Effective talent level: 2.0 Power cost: 0 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring 2 Ring 2Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +41 Ranged Defense: +2 Changes stats: +20 Str / +26 Con Changes resistances: +9% darkness / +6% mind Spell save: +18 Mental save: +6 Confusion immunity: +20% Maximum stamina: +36.00 Rings can have magical properties. |
Ring 3 Ring 3Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +10 Defense: +10 Changes stats: +10 Cun / +6 Con Damage when the wearer hits(melee): 14 acid Damage when the wearer is hit: 4 acid Changes resistances: +6% blight Spell save: +15 Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Mindpower: +14 It can be used to activate talent Bleeding Edge, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
Ring 4 Ring 4Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +15 Armour: +20 Defense: +8 Changes stats: +10 Str / +1 Mag / +1 Con Damage when the wearer is hit: 4 nature Changes resistances penetration: +15% physical Changes damage: +3% nature Allows you to breathe in: water See invisible: +15 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 52% chance to deal another, similar, blow for 7 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Warcries +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 0 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +7% physical / +15% arcane / +7% fire / +7% cold / +7% lightning Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +18 Silence immunity: +30% Maximum mana: +35.00 Spellpower: +5 It can be used to activate talent Manathrust (costing 0 power out of 6/6) : Effective talent level: 4.0 Power cost: 0 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 206.17 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's gold ring of perseverance conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Stun/Freeze immunity: +27% Life regen: +1.90 Spellpower: +7 Rings can have magical properties. |
conjurer's stralite ring of physical power conjurer's stralite ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 Changes stats: +8 Mag / +8 Wil Spellpower: +12 Rings can have magical properties. |
gladiator's stralite ring of aether (+18%) gladiator's stralite ring of aether (+18%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +8 Str / +8 Con Changes resistances: +18% arcane Changes damage: +18% arcane Rings can have magical properties. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +7 Physical power: +9 Defense: +8 Changes stats: +8 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 Changes stats: +10 Str / +8 Con Rings can have magical properties. |
gold ring 'Emelareba' gold ring 'Emelareba'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +5 Fatigue: -6% Changes stats: +4 Wil Changes resistances: +6% cold Maximum encumbrance: +22 Mental save: +8 Silence immunity: +15% Teleport immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring of the mind (+13%) gold ring of the mind (+13%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +13% mind Changes damage: +13% mind Rings can have magical properties. |
marksman's gold ring of corrosion (+24%) marksman's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
marksman's gold ring of sensing marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Blindness immunity: +32% See stealth: +8 See invisible: +8 Rings can have magical properties. |
marksman's stralite ring of life marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 Changes stats: +8 Dex Life regen: +1.70 Maximum life: +88.00 Healing mod.: +22% Rings can have magical properties. |
marksman's stralite ring of mental power marksman's stralite ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 Changes stats: +9 Dex Mindpower: +8 Rings can have magical properties. |
mule's gold ring of the mountain (+12%) mule's gold ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +12% physical Changes damage: +12% physical Maximum encumbrance: +24 Rings can have magical properties. |
mule's stralite ring of darkness (+30%) mule's stralite ring of darkness (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes resistances: +30% darkness Changes damage: +15% darkness Maximum encumbrance: +36 Rings can have magical properties. |
mule's stralite ring of light (+36%) mule's stralite ring of light (+36%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes resistances: +36% light Changes damage: +18% light Maximum encumbrance: +36 Rings can have magical properties. |
mule's stralite ring of pilfering mule's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +8 Defense: +8 Fatigue: -9% Maximum encumbrance: +36 It can be used to activate talent Disengage, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
mule's voratun ring of sensing mule's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Maximum encumbrance: +40 Blindness immunity: +50% See stealth: +17 See invisible: +19 Rings can have magical properties. |
psionicist's gold ring of light (+24%) psionicist's gold ring of light (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% light Changes damage: +12% light Mental save: +8 Rings can have magical properties. |
psionicist's voratun ring of perseverance psionicist's voratun ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Mental save: +16 Stun/Freeze immunity: +50% Life regen: +2.60 Rings can have magical properties. |
savage's voratun ring of life savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +15 Life regen: +1.50 Maximum life: +92.00 Maximum stamina: +40.00 Healing mod.: +30% Rings can have magical properties. |
savior's stralite ring of warding savior's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +17% fire / +18% cold / +12% lightning / +13% acid Physical save: +7 Spell save: +11 Mental save: +9 Rings can have magical properties. |
savior's voratun ring of fire (+34%) savior's voratun ring of fire (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +34% fire Changes damage: +17% fire Physical save: +15 Spell save: +15 Mental save: +15 Rings can have magical properties. |
savior's voratun ring of sensing savior's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +14 Spell save: +15 Mental save: +14 Blindness immunity: +50% See stealth: +20 See invisible: +22 Rings can have magical properties. |
sneakthief's gold ring of time (+10%) sneakthief's gold ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Dex Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
sneakthief's stralite ring of focus sneakthief's stralite ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes resistances penetration: +13% physical It can be used to activate talent Greater Weapon Focus, placing all other charms into a 0 cooldown : Effective talent level: 4.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 58% chance to deal another, similar, blow for 9 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
sneakthief's voratun ring of clarity sneakthief's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Cun / +10 Dex Mental save: +14 Confusion immunity: +44% Rings can have magical properties. |
solipsist's voratun ring of arcana(+0.22/turn) solipsist's voratun ring of arcana(+0.22/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Silence immunity: +48% Mana each turn: +0.22 Mindpower: +12 Rings can have magical properties. |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +30% fire / +27% cold / +30% lightning / +29% acid Mindpower: +13 Rings can have magical properties. |
steel ring of arcana(+0.22/turn) steel ring of arcana(+0.22/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +32% Mana each turn: +0.22 Rings can have magical properties. |
stralite ring of misery stralite ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun Hate when firing a critical mind attack: +3.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
treant's stralite ring of life treant's stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature Physical save: +10 Poison immunity: +18% Disease immunity: +22% Life regen: +1.10 Maximum life: +88.00 Healing mod.: +26% Rings can have magical properties. |
treant's voratun ring of tenacity treant's voratun ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +15% nature Physical save: +13 Poison immunity: +20% Disease immunity: +23% Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +43% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring of misery voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun Hate when firing a critical mind attack: +3.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
warrior's gold ring of nature (+26%) warrior's gold ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
warrior's stralite ring of clarity warrior's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Mental save: +13 Confusion immunity: +44% Rings can have magical properties. |
wizard's gold ring of light (+24%) wizard's gold ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +24% light Changes damage: +12% light Spell save: +10 Rings can have magical properties. |
Dagger 1 (51-66.3 power, 9 apr) Dagger 1 (51-66.3 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 90% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +16 mind Damage conversion: 10% fire When wielded/worn: Accuracy: +12 Physical crit. chance: +12.0% Physical power: +12 Changes stats: +6 Dex / +1 Cun / +1 Wil Allows you to breathe in: water Light radius: +1 It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 0 cooldown. Sharp, short and deadly. |
Dagger 2 (40-52 power, 9 apr) Dagger 2 (40-52 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +4 blight When wielded/worn: Accuracy: +12 Physical crit. chance: +12.0% Physical power: +24 Defense: +12 Changes stats: +1 Wil / +10 Con Changes resistances penetration: +22% physical / +10% darkness Disarm immunity: +50% Mana each turn: +0.16 Mana when firing critical spell: +5.00 Defense after a teleport: +5 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. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical 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. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage when this weapon hits: +10 % chance to silence target When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
arcing stralite dagger of amnesia (30.5-39.65 power, 9 apr) arcing stralite dagger of amnesia (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +7 lightning When wielded/worn: Damage when the wearer is hit: 10 mind Sharp, short and deadly. |
dwarven-steel dagger of purging (17.5-22.75 power, 7 apr) dwarven-steel dagger of purging (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +7 nature Sharp, short and deadly. |
insidious dwarven-steel dagger of purging (19-24.7 power, 7 apr) insidious dwarven-steel dagger of purging (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +8 nature / +30 crippling poison Sharp, short and deadly. |
quick voratun dagger of nature (36.5-47.45 power, 9 apr) quick voratun dagger of nature (36.5-47.45 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: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 90% Damage conversion: 36% nature When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +8% all Changes resistances penetration: +12% nature Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 0 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Belt 1 Belt 1Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 Armour: +15 Defense: +15 Changes stats: +4 Dex / +2 Mag / +6 Wil / +2 Con Physical save: +27 Mental save: +14 Maximum life: +110.00 Infravision radius: +1 A belt that goes around your waist. |
Belt 2 Belt 2Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +1 Physical crit. chance: +6.0% Physical power: +11 Defense: +14 Changes stats: +6 Dex / +6 Cun / +8 Con Damage when the wearer hits(melee): 6 arcane Changes damage: +3% physical / +3% arcane Stealth bonus: +15 Maximum encumbrance: +10 Mental save: +15 Mindpower: +10 Healing mod.: +5% A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of the mind spiritwalker's drakeskin leather belt of the mindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.60 Maximum mana: +60.00 Mindpower: +8 A belt that goes around your waist. |
stabilizing hardened leather belt of shielding stabilizing hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Physical save: +6 It can be used to create a temporary shield that absorbs 242 damage, placing all other charms into a 0 cooldown. A belt that goes around your waist. |
Cun Darkness (3 def, 0 armour) Cun Darkness (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Defense: +3 Changes stats: +5 Dex / +8 Wil / +10 Cun Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 16 arcane / 8 acid Changes resistances: +6% acid Changes resistances penetration: +11% darkness / +5% lightning Changes damage: +18% darkness / +6% acid Stealth bonus: +25 Mental save: +15 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayynn (2 def, 0 armour) Mayynn (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% temporal Changes resistances penetration: +25% temporal Changes damage: +24% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Blazehacker the pair of voratun boots (0 def, 5 armour) Blazehacker the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +2 Str / +6 Dex / +1 Mag / +6 Con Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 8 lightning Changes resistances: +3% lightning Changes damage: +3% lightning Maximum encumbrance: +49 Physical save: +15 Mental save: +15 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +9% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 0 power out of 18/18) : Effective talent level: 4.0 Power cost: 0 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
eldritch pair of drakeskin leather boots of phasing (0 def, 5 armour) eldritch pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Mag / +4 Wil Mana each turn: +0.60 Maximum mana: +45.00 Spell crit. chance: +5% It can be used to blink to a nearby random location, placing all other charms into a 0 cooldown. A pair of boots made of leather. |
scholar's pair of hardened leather boots of evasion (7 def, 3 armour) scholar's pair of hardened leather boots of evasion (7 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 Fatigue: +3% Spellpower: +4 It can be used to activate talent Evasion, placing all other charms into a 0 cooldown : Effective talent level: 5.2 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 78% chance to completely evade them for 11 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con Physical save: +13 Mental save: +13 Stamina each turn: +1.30 Maximum stamina: +37.00 A pair of boots made of leather. |
archer's drakeskin leather gloves of regeneration (0 def, 3 armour) archer's drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +10 Armour: +3 Changes stats: +5 Cun / +5 Dex Life regen: +2.00 Stamina each turn: +1.10 Psi each turn: +0.34 It can be used to activate talent Steady Shot, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of dispersion (0 def, 3 armour) brawler's drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +10 Mag / +4 Cun Changes resistances: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +13 It can be used to activate talent Disperse Magic, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: 10.00 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. |
brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) brawler's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour: +2 Changes stats: +3 Str / +3 Dex / +6 Cun Changes resistances: +10% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +9 Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 0 cooldown : Effective talent level: 2.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 9 armour) heroic voratun gauntlets of war-making (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +9 Critical mult.: +40.00% Mental save: +14 Maximum life: +80.00 Spell crit. chance: +18% Mental crit. chance: +19% Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour) spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +4 Mag Changes resistances: +10% darkness / +9% light Mana each turn: +0.15 Spellpower: +8 Spell crit. chance: +5% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 0 cooldown : Effective talent level: 1.0 Power cost: 0 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 109.01 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's voratun gauntlets of sorrow (0 def, 17 armour) stone warden's voratun gauntlets of sorrow (0 def, 17 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +10% Changes stats: +6 Con Damage when the wearer hits(melee): 31 mind / 40 darkness Changes resistances: +11% physical Mental save: -5 Mindpower: +9 It can be used to activate talent Ruined Earth, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 20/20. Range: 5.00 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. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid See invisible: +15 This jeweled crown shimmers with colors. |
aegis elven-silk wizard hat of earthrunes (3 def, 6 armour) aegis elven-silk wizard hat of earthrunes (3 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Changes stats: +6 Con Talent mastery: +0.40 Spell / Aegis Life regen: +1.70 Maximum life: +60.00 It can be used to activate talent Stone Wall, placing all other charms into a 0 cooldown : Effective talent level: 3.0 Power cost: 0 out of 80/80. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 189.49 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour) elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag It can be used to activate talent Arcane Eye, placing all other charms into a 0 cooldown : Effective talent level: 5.0 Power cost: 0 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
fearwoven elven-silk wizard hat of darkness (+58%) (3 def, 0 armour) fearwoven elven-silk wizard hat of darkness (+58%) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +58% darkness Changes damage: +39% darkness Maximum hate: +15.00 Mindpower: +10 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +18 Damage when the wearer hits(melee): 8 darkness / 8 cold Damage when the wearer is hit: 8 darkness / 8 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -10% It can be used to turn yourself invisible for 10 turns, costing 0 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
drakeskin leather armour of the wind (19 def, -1 armour) drakeskin leather armour of the wind (19 def, -1 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +10.0% Armour: -1 Defense: +19 Fatigue: +8% Maximum life: -96.00 It can be used to activate talent Second Wind, placing all other charms into a 0 cooldown : Effective talent level: 5.0 Power cost: 0 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
shocking stralite shield of the earth (10 def, 13 armour, 137 block) shocking stralite shield of the earth (10 def, 13 armour, 137 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Armour Hardiness: +9% Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 18 lightning Talent granted: +4 Block It can be used to activate talent Stone Wall, placing all other charms into a 0 cooldown : Effective talent level: 4.0 Power cost: 0 out of 40/40. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 216.20 physical dmage. Duration and damage will improve with your Spellpower. Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 0 power out of 100/100. The very essence of bearness! |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. Type: gem / black ; tier 4 When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
179 alchemist agate 179 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. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 0 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 0 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +8 Light radius: +4 It can be used to release a will o' the wisp, costing 0 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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 0 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 4 When wielded/worn: Damage when the wearer is hit: 25 bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +5 Mindpower: +5 It can be used to activate talent Animate Blade (costing 0 power out of 40/40) : Effective talent level: 1.0 Power cost: 0 out of 40/40. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 0 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 0 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 0 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 0 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 Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 0 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 0 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 0 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 Recall (0/0) Rod of Recall (0/0)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 0 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 (0/0) Rod of Spydric Poison (0/0)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 0 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Carrionarc of clear mind [power 4] (0 cooldown) Carrionarc of clear mind [power 4] (0 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +10 Wil Changes damage: +12% nature Critical mult.: +25.00% Maximum hate: +8.00 Mindpower: +10 It can be used to absorbs and nullifies at most 4 detrimental mental status effects in the next 6 turns, placing all other charms into a 0 cooldown. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of psychoportation [power 63] (0 cooldown) warded voratun torque of psychoportation [power 63] (0 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +5 mind / +5 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 63), placing all other charms into a 0 cooldown. Torques are made by powerful psionics to store psionic powers. |
Aerassra of cure illness [power 4] (0 cooldown) Aerassra of cure illness [power 4] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +15% light / +18% darkness / +15% acid Changes damage: +12% mind Silence immunity: +25% It can be used to removes up to 4 diseases from the target, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 physical + bleeding Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 0 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
forcefull dragonbone totem of healing [power 262] (0 cooldown) forcefull dragonbone totem of healing [power 262] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heals the target for 262, placing all other charms into a 0 cooldown. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
rushing elven-wood totem of cure poisons [power 4] (0 cooldown) rushing elven-wood totem of cure poisons [power 4] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to removes up to 4 poisons from the target, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elm totem of thorny skin [power 10] (0 cooldown) tentacled elm totem of thorny skin [power 10] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone totem of cure poisons [power 4] (0 cooldown) warded dragonbone totem of cure poisons [power 4] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Maximum wards: +3 nature / +4 acid / +5 light Talent granted: +1 Ward It can be used to removes up to 4 poisons from the target, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded elven-wood totem of healing [power 170] (0 cooldown) warded elven-wood totem of healing [power 170] (0 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Maximum wards: +2 nature / +3 acid / +4 light Talent granted: +1 Ward It can be used to heals the target for 170, placing all other charms into a 0 cooldown. Natural totems are made by powerful wilders to store nature power. |
Elemira the Dimriver [power 175] (0 cooldown) Elemira the Dimriver [power 175] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +2 Damage when the wearer hits(melee): 4 darkness Talent granted: +9 Strike Maximum life: +30.00 Maximum stamina: +15.00 Healing mod.: +10% It can be used to creates a wall of flames lasting for 4 turns (dam 175 overall), placing all other charms into a 0 cooldown. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +7 Mag Damage when the wearer is hit: 10 matter Changes resistances: +10% darkness / +10% temporal Changes damage: +10% darkness / +10% temporal Spell save: +12 Spellpower: +3 It can be used to release a burst of void energy, costing 0 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
arcane yew wand of illumination [power 10] (0 cooldown) arcane yew wand of illumination [power 10] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to light the area (rad 10), placing all other charms into a 0 cooldown. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of detection [power 12] (0 cooldown) volcanic dragonbone wand of detection [power 12] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Volcano It can be used to detect the presence of creatures around you (rad 12), placing all other charms into a 0 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 firewall [power 237] (0 cooldown) warded dragonbone wand of firewall [power 237] (0 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +4 fire / +5 cold / +4 lightning / +4 blight / +4 temporal Talent granted: +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 237 overall), placing all other charms into a 0 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. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 0 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
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 Shadowblade the Thalore Shadowblade level 43
64th Regrowth 124th year of Ascendancy at 07:00 see stats
By Shadowblade the Thalore Shadowblade level 50
61st Haze 124th year of Ascendancy at 10:02 see stats
By Shadowblade the Thalore Shadowblade level 42
62nd Regrowth 124th year of Ascendancy at 17:03 see stats
By Shadowblade the Thalore Shadowblade level 50
39th Dusk 124th year of Ascendancy at 20:49 see stats
By Shadowblade the Thalore Shadowblade level 46
27th Pyre 124th year of Ascendancy at 01:29 see stats
By Shadowblade the Thalore Shadowblade level 47
33rd Pyre 124th year of Ascendancy at 22:31 see stats
By Shadowblade the Thalore Shadowblade level 50
41st Haze 124th year of Ascendancy at 07:04 see stats
By Shadowblade the Thalore Shadowblade level 50
52nd Haze 124th year of Ascendancy at 05:22 see stats
By Shadowblade the Thalore Shadowblade level 45
18th Pyre 124th year of Ascendancy at 07:13 see stats
By Shadowblade the Thalore Shadowblade level 36
67th Dusk 123rd year of Ascendancy at 01:49 see stats
By Shadowblade the Thalore Shadowblade level 50
71st Haze 124th year of Ascendancy at 12:12 see stats
By Shadowblade the Thalore Shadowblade level 50
73rd Dusk 124th year of Ascendancy at 03:04 see stats
By Shadowblade the Thalore Shadowblade level 44
13rd Pyre 124th year of Ascendancy at 04:23 see stats
By Shadowblade the Thalore Shadowblade level 39
54th Haze 123rd year of Ascendancy at 17:23 see stats
By Shadowblade the Thalore Shadowblade level 40
4th Allure 124th year of Ascendancy at 03:51 see stats
By Shadowblade the Thalore Shadowblade level 50
50th Pyre 125th year of Ascendancy at 11:19 see stats
By Shadowblade the Thalore Shadowblade level 19
71st Haze 122nd year of Ascendancy at 21:55 see stats
By Shadowblade the Thalore Shadowblade level 27
42nd Regrowth 123rd year of Ascendancy at 13:39 see stats
By Shadowblade the Thalore Shadowblade level 50
73rd Dusk 124th year of Ascendancy at 11:04 see stats
By Shadowblade the Thalore Shadowblade level 50
75th Haze 124th year of Ascendancy at 17:12 see stats
By Shadowblade the Thalore Shadowblade level 50
66th Dusk 124th year of Ascendancy at 19:00 see stats
By Shadowblade the Thalore Shadowblade level 43
4th Pyre 124th year of Ascendancy at 11:43 see stats
By Shadowblade the Thalore Shadowblade level 24
14th Regrowth 123rd year of Ascendancy at 21:38 see stats
By Shadowblade the Thalore Shadowblade level 50
35th Pyre 124th year of Ascendancy at 02:43 see stats
By Shadowblade the Thalore Shadowblade level 10
40th Dusk 122nd year of Ascendancy at 09:39 see stats
By Shadowblade the Thalore Shadowblade level 20
72nd Haze 122nd year of Ascendancy at 15:12 see stats
By Shadowblade the Thalore Shadowblade level 30
79th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Shadowblade the Thalore Shadowblade level 40
2nd Decay 123rd year of Ascendancy at 00:42 see stats
By Shadowblade the Thalore Shadowblade level 50
35th Pyre 124th year of Ascendancy at 01:06 see stats
By Shadowblade the Thalore Shadowblade level 50
9th Pyre 125th year of Ascendancy at 06:08 see stats
By Shadowblade the Thalore Shadowblade level 38
43rd Haze 123rd year of Ascendancy at 16:58 see stats
By Shadowblade the Thalore Shadowblade level 50
50th Pyre 125th year of Ascendancy at 11:18 see stats
By Shadowblade the Thalore Shadowblade level 50
1st Decay 124th year of Ascendancy at 05:42 see stats
By Shadowblade the Thalore Shadowblade level 31
71st Pyre 123rd year of Ascendancy at 04:10 see stats
By Shadowblade the Thalore Shadowblade level 50
13rd Haze 124th year of Ascendancy at 21:30 see stats
By Shadowblade the Thalore Shadowblade level 40
2nd Allure 124th year of Ascendancy at 11:20 see stats
By Shadowblade the Thalore Shadowblade level 45
13rd Pyre 124th year of Ascendancy at 21:15 see stats
By Shadowblade the Thalore Shadowblade level 10
41st Dusk 122nd year of Ascendancy at 07:28 see stats
By Shadowblade the Thalore Shadowblade level 50
9th Pyre 125th year of Ascendancy at 08:21 see stats
By Shadowblade the Thalore Shadowblade level 10
42nd Dusk 122nd year of Ascendancy at 20:20 see stats
By Shadowblade the Thalore Shadowblade level 50
10th Mirth 124th year of Ascendancy at 08:52 see stats
By Shadowblade the Thalore Shadowblade level 30
33rd Pyre 123rd year of Ascendancy at 03:51 see stats
By Shadowblade the Thalore Shadowblade level 36
56th Dusk 123rd year of Ascendancy at 02:15 see stats
By Shadowblade the Thalore Shadowblade level 24
14th Regrowth 123rd year of Ascendancy at 23:03 see stats
By Shadowblade the Thalore Shadowblade level 41
61st Regrowth 124th year of Ascendancy at 22:55 see stats