Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Doombringer |
Level / Exp | 50 / 101% |
Size | small |
Lifes / Deaths | Killed by Eilinytta the ultimate telugoroth at level 21 on the 42nd Haze 122nd year of Ascendancy at 09:11 6 / 1 |
Primary Stats
Strength | 80 (base 60) |
Dexterity | 43 (base 24) |
Constitution | 50 (base 42) |
Magic | 84 (base 64) |
Willpower | 50 (base 20) |
Cunning | 65 (base 38) |
Resources
Life | 1392/1392 |
Mana | 426/474 |
Stamina | 357/357 |
Vim | 168/171 |
Healing Factor | 1.3 |
Regeneration | 4.7678110694309 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +133.72307323196% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
Offense: Mainhand
Damage | 226 |
Accuracy | 60 |
Crit Chance | 38% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63.5 |
Crit Chance | 16% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 59.92 (81.030927835052%) |
Defense | 29.775 |
Ranged Defense | 29.775 |
Fatigue | 32 |
Physical Save | 57.790169240092 |
Spell Save | 57.590169240092 |
Mental Save | 49.791666666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Silence Resistance | 17% |
Instadeath Resistance | 100% |
Confusion Resistance | 52% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.10 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Incinerating Blows |
talent | Chant of Fortitude |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Premonition |
talent | Eternal Suffering |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 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 Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 512. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | completed |
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 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * 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 within4 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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] 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 71 power out of 150/150) : Effective talent level: 4.0 Power cost: 71 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 34.26 cold damage and 44.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | dwarven-steel pickaxe of quickening (dig speed 23 turns) dwarven-steel pickaxe of quickening (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | painweaver's stralite ring of fire (+36%) painweaver's stralite ring of fire (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 Changes resistances: +36% fire Changes damage: +6% all / +18% fire Spellpower: +13 Mindpower: +5 Rings can have magical properties. |
On fingers | wizard's stralite ring of warding wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +14% acid / +10% fire / +15% lightning / +17% cold Spell save: +10 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 31 power out of 35/35) : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 215.95 fire damage, and flames will be left dealing a further 50.17 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | Adequately Doomy (0 def, 13 armour) Adequately Doomy (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 Armour: +13 Damage (Melee): 15 physical Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +11 Dex / +5 Cun Changes resistances: +12% darkness Changes resistances penetration: +15% acid / +10% lightning Changes damage: +6% acid / +11% physical Talent cooldown: Double Strike (-1 turn) Physical save: +24 Mental save: +10 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +34 Armour Penetration: +15 Physical crit. chance: +34.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Damage (Melee): +8 darkness Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +18 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 44 power out of 80/80) : Effective talent level: 3.0 Power cost: 44 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 74.93 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Water-Proof Well Oiled Comfy DEATHWRAP (18 def, 0 armour) Water-Proof Well Oiled Comfy DEATHWRAP (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +18 Changes stats: +3 Str / +6 Wil / +5 Cun Changes resistances: +10% acid / +8% fire / +10% lightning / +10% cold Changes damage: +12% physical Critical mult.: +6.00% Physical save: +9 Spell save: +11 Mental save: +13 Maximum stamina: +10.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 66)healing infusion (heal 66) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 212) healing infusion of the warrior (heal 212)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 10 turns, die at -517) heroism infusion (+6 for 10 turns, die at -517)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: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -517 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 11 turns, die at -412) heroism infusion (+7 for 11 turns, die at -412)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -412 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 10 turns, die at -391) heroism infusion (+5 for 10 turns, die at -391)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -391 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (506% speed; 7 turns) movement infusion (506% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 506% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (321% speed; 5 turns) movement infusion (321% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 321% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (432% speed; 6 turns) movement infusion (432% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 432% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (750% speed; 6 turns) movement infusion of the titan (750% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 333 over 5 turns)regeneration infusion (heal 333 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 285 over 5 turns)regeneration infusion (heal 285 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 179 over 5 turns)regeneration infusion (heal 179 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 240 over 5 turns) regeneration infusion of the psychic (heal 240 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 24; turns 4; dispells darkness)sun infusion (rad 7; power 24; turns 4; 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: 10 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 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 24) 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. |
sun infusion of the psychic (rad 6; power 81; turns 5; dispells darkness) sun infusion of the psychic (rad 6; power 81; 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: 9 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 40). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 81) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns) Rune of the Rift (350.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 420.00 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 8)controlled phase door rune (range 8) 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 8)controlled phase door rune (range 8) 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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 9) controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 10) controlled phase door rune of the psychic (range 10)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: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
controlled phase door rune of the warrior (range 12) controlled phase door rune of the warrior (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
This item will automatically be transmogrified when you leave the level. heat beam rune (228 fire damage)heat beam rune (228 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 227.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (389 fire damage) heat beam rune of the warrior (389 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 389.24 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 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. |
invisibility rune of the psychic (power 12 for 4 turns) invisibility rune of the psychic (power 12 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
This item will automatically be transmogrified when you leave the level. lightning rune (389 lightning damage)lightning rune (389 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: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 129.80 to 389.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 322 for 3 turns) shielding rune of the duelist (absorb 322 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 3 turns. 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. |
teleportation rune (range 82) teleportation rune (range 82)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Carrionorder the steel amulet Carrionorder the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -5% Changes stats: +4 Con Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +5% nature Critical mult.: +12.00% Life regen: +1.10 Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 53 power out of 60/60) : Effective talent level: 1.6 Power cost: 53 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
This item will automatically be transmogrified when you leave the level. mindweaver's stralite amulet of the eclipsemindweaver's stralite amulet of the eclipse Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 9% chance to blind Changes stats: +5 Wil Changes damage: +13% light / +10% darkness Mental save: +9 Confusion immunity: +16% Mindpower: +8 Amulets can have magical properties. |
protective voratun amulet of murder protective voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Armour: +7 Defense: +6 Changes resistances cap: +5% all Critical mult.: +13.00% Physical save: +21 Amulets can have magical properties. |
restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +0.90 Amulets can have magical properties. |
stralite amulet 'Cloudoracle' stralite amulet 'Cloudoracle'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 16 light / 4 blight Changes stats: +8 Dex / +9 Cun / +7 Con Changes damage: +6% lightning / +9% blight Spell save: +10 Life regen: +1.30 Stamina each turn: +1.30 Movement speed: +10% 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 9 power out of 21/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Cracklewither the steel ring Cracklewither the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * Slows global speed by 15% * 15% chance to daze Changes stats: +2 Str Changes resistances: +6% nature Rings can have magical properties. |
Flashdeath the steel ring Flashdeath the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +3% fire Stun/Freeze immunity: +22% Life regen: +0.80 Equilibrium when hit: +0.04 Rings can have magical properties. |
Hureroddachak HureroddachakCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Dex / +1 Wil / +3 Cun Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] 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 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Woesever WoeseverCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 Damage when hit (Melee): 4 arcane Changes stats: +8 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% darkness Changes damage: +3% darkness Rings can have magical properties. |
copper ring of arcana(+0.11/turn) copper ring of arcana(+0.11/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
gladiator's voratun ring of power gladiator's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 Changes stats: +7 Str / +6 Con Spellpower: +11 Mindpower: +9 Rings can have magical properties. |
gold ring 'Zubegana' gold ring 'Zubegana'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 Physical crit. chance: +4.0% Physical power: +2 Changes resistances: +13% physical Changes damage: +15% physical Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Rings can have magical properties. |
sneakthief's stralite ring of arcana(+0.34/turn) sneakthief's stralite ring of arcana(+0.34/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +8 Cun / +7 Dex Silence immunity: +34% Mana each turn: +0.34 Rings can have magical properties. |
steel ring 'Isewe' steel ring 'Isewe'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +22% lightning / +6% cold / +6% acid Changes damage: +11% lightning Spell save: +9 Rings can have magical properties. |
steel ring of fire (+20%) steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
titan's gold ring of tenacity titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +20.00 Rings can have magical properties. |
warrior's copper ring of time (+11%) warrior's copper ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% temporal Changes damage: +11% temporal Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 14.33 acid and 13.59 blight damage. If not cleared after five turns it will inflict 204.42 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of amnesia (36.5-47.45 power, 9 apr)balanced voratun dagger of amnesia (36.5-47.45 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: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +11 Defense: +8 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger 'Eleda' (37-48.1 power, 9 apr)stralite dagger 'Eleda' (37-48.1 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% light Spell save: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Belukath the voratun greatmaul (64.5-96.75 power, 4 apr)Belukath the voratun greatmaul (64.5-96.75 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 nature / +28 temporal When wielded/worn: Fatigue: -8% Changes stats: +1 Str Changes resistances: +12% mind Changes damage: +6% mind / +6% physical Massive two-handed mauls. |
Daimovon (68-102 power, 4 apr) Daimovon (68-102 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to gain 10% of a turn * 40% chance to corrode armor * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +20.0% Damage when hit (Melee): 4 mind / 4 temporal Changes resistances: +3% mind / +6% temporal Changes damage: +6% acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. |
Hugen the stralite greatmaul (54-81 power, 3 apr) Hugen the stralite greatmaul (54-81 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 20% chance to disease When wielded/worn: Accuracy: +27 Armour penetration: +13 Changes stats: +6 Str / +3 Dex / +2 Mag / +1 Con Changes resistances penetration: +17% physical Changes damage: +30% physical Grants telepathy: Humanoid/Orc Stamina when hit: +2.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of torment (68.5-102.75 power, 4 apr)voratun greatmaul of torment (68.5-102.75 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +14% mind / +14% darkness Massive two-handed mauls. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
thunderous voratun greatsword of nature (58.5-93.6 power, 4 apr) thunderous voratun greatsword of nature (58.5-93.6 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 38% chance to daze When wielded/worn: Changes stats: +5 Str / +6 Dex / +5 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +12% all Changes resistances penetration: +12% nature / +14% lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ranger's dragonbone longbow of lightningranger's dragonbone longbow of lightning Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +14 lightning When wielded/worn: Changes stats: +1 Dex Changes damage: +16% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced voratun longsword of evisceration (44-61.6 power, 6 apr)balanced voratun longsword of evisceration (44-61.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +11 Physical crit. chance: +9.0% Physical power: +9 Defense: +12 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Rhirochak the stralite mace (38.5-53.9 power, 5 apr)Rhirochak the stralite mace (38.5-53.9 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 mind When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% blight Spell save: +6 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Umbrasorrow (33-46.2 power, 5 apr)Umbrasorrow (33-46.2 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% acid / +3% light / +6% darkness / +9% lightning Spell save: +10 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's pulsing mindstar of life (13-14.3 power, 32 apr, mind damage)inquisitor's pulsing mindstar of life (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Life regen: +1.30 Maximum life: +25.00 Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Paradox Talents cooldown: Temporal Clone (-5 turns) Temporal Reprieve (-10 turns) Paradox Clone (-7 turns) Body Reversion (-2 turns) Gravity Well (-6 turns) Teleport immunity: +100% Spellpower: +40 Spell crit. chance: +15% Reduces paradox failures(equivalent to willpower): +50 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
This item will automatically be transmogrified when you leave the level. Saliriadann the Furnacecut (25-30 power, 5 apr, acid element)Saliriadann the Furnacecut (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +25% acid / +3% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element)cruel dragonbone vilestaff of protection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Chargebender the hardened leather belt Chargebender the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 30% chance to daze Changes resistances: +7% acid / +6% fire / +7% lightning / +6% cold Changes damage: +3% darkness / +3% lightning A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness A belt that goes around your waist. |
skylord's hardened leather belt of recklessness skylord's hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Critical mult.: +10.00% Physical save: +13 Spell save: +13 Mental save: +12 A belt that goes around your waist. |
Bregayon (1 def, 0 armour) Bregayon (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when hit (Melee): 4 blight Changes stats: +1 Mag Changes damage: +9% blight Spell save: +6 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 Spell save: +20 Mental save: +20 Confusion immunity: +40% Spellpower: +8 It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.0 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. Note that seeing visions of your own death can still be fatal. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. This spell takes no time to cast. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Yvurann the Blazekill (10 def, 0 armour) Yvurann the Blazekill (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Damage when hit (Melee): 12 fire Changes resistances: +6% temporal Changes resistances penetration: +10% fire Changes damage: +3% temporal Physical save: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Cyrugawyn' (2 def, 0 armour) cashmere cloak 'Cyrugawyn' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes damage: +9% temporal Maximum life: +35.00 Spellpower: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the hunter (2 def, 0 armour) cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 Defense: +2 Fatigue: -5% Maximum life: +62.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of Eldoral (2 def, 0 armour) restorative cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun / +2 Dex Changes resistances: +12% nature / +13% blight Life regen: +1.60 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Gowyn the pair of dwarven-steel boots (0 def, 4 armour) Gowyn the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +3 Cun / +2 Dex Changes resistances: +3% temporal Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. grounding pair of drakeskin leather boots of speed (0 def, 5 armour)grounding pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% lightning / +11% temporal Movement speed: +20% A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% fire / +6% cold Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glarespar' (0 def, 3 armour) pair of iron boots 'Glarespar' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Cun Changes resistances: +6% light Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic voratun gauntlets of dispersion (0 def, 8 armour) heroic voratun gauntlets of dispersion (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Damage (Melee): 9 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +6% arcane Mental save: +10 Maximum life: +57.00 When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +5 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 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. Metal gloves protecting the hands up to the middle of the lower arm. |
warlord's drakeskin leather cap of trickery (0 def, 5 armour) warlord's drakeskin leather cap of trickery (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +6 Wil / +3 Cun Changes resistances: +12% physical Physical save: +10 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stralite mail armour (4 def, 8 armour)stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. warded voratun shield (12 def, 3 armour, 210 block)warded voratun shield (12 def, 3 armour, 210 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Maximum wards: +4 lightning / +3 temporal / +4 blight / +4 fire / +6 cold Talents granted: +1 Ward +5 Block Handheld deflection devices. |
Smolderkiss (23/23, 53-74.2 power, 18 apr) Smolderkiss (23/23, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 40% chance to disease * 20% chance to cause random insanity Damage (Ranged): +50 insidious poison / +4 fire Burst (radius 1) on hit: +20 blight / +4 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. elemental quiver of dragonbone arrows of gravity (21/21, 51.5-72.1 power, 18 apr)elemental quiver of dragonbone arrows of gravity (21/21, 51.5-72.1 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * Random elemental explosion * 10% chance to crush the target Damage (Ranged): +13 gravity Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
188 alchemist agate 188 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. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 88 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Erydrasus the Coalwire Erydrasus the CoalwirePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 15 fire Changes resistances: +6% darkness / +7% fire Changes resistances penetration: +10% darkness Changes damage: +6% lightning Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.2 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 199.41 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 199.41 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Ulfybers the alchemist's lamp Ulfybers the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 Armour: +4 Changes stats: +4 Wil Changes damage: +3% mind Critical mult.: +12.00% Blindness immunity: +5% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +12% blight / +10% darkness Changes resistances penetration: +11% all Spellpower: +4 Spell crit. chance: +3% Light radius: +6 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 34 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 88 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
48 alchemist bloodstone 48 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. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 44 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Ce'Nywen the Forestblight [power 131] (18 cooldown)Ce'Nywen the Forestblight [power 131] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +3% nature Changes damage: +15% arcane Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Spell save: +3 Spellpower on spell critical (stacks up to 3 times): +6 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 83 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
telekinetic dwarven-steel torque of psychoportation [power 36] (27 cooldown) telekinetic dwarven-steel torque of psychoportation [power 36] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 36), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 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. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Eb the Yeek Doombringer level 34
65th Regrowth 123rd year of Ascendancy at 01:44 see stats
By Eb the Yeek Doombringer level 29
41st Regrowth 123rd year of Ascendancy at 08:17 see stats
By Eb the Yeek Doombringer level 33
62nd Regrowth 123rd year of Ascendancy at 16:27 see stats
By Eb the Yeek Doombringer level 34
2nd Pyre 123rd year of Ascendancy at 21:53 see stats
By Eb the Yeek Doombringer level 39
28th Pyre 123rd year of Ascendancy at 21:08 see stats
By Eb the Yeek Doombringer level 46
25th Haze 123rd year of Ascendancy at 05:45 see stats
By Eb the Yeek Doombringer level 37
17th Pyre 123rd year of Ascendancy at 19:36 see stats
By Eb the Yeek Doombringer level 44
8th Haze 123rd year of Ascendancy at 08:40 see stats
By Eb the Yeek Doombringer level 12
3rd Dusk 122nd year of Ascendancy at 22:12 see stats
By Eb the Yeek Doombringer level 49
70th Haze 123rd year of Ascendancy at 20:39 see stats
By Eb the Yeek Doombringer level 40
57th Pyre 123rd year of Ascendancy at 04:40 see stats
By Eb the Yeek Doombringer level 36
14th Pyre 123rd year of Ascendancy at 20:20 see stats
By Eb the Yeek Doombringer level 28
1st Decay 122nd year of Ascendancy at 17:35 see stats
By Eb the Yeek Doombringer level 18
21st Haze 122nd year of Ascendancy at 18:28 see stats
By Eb the Yeek Doombringer level 27
66th Haze 122nd year of Ascendancy at 14:37 see stats
By Eb the Yeek Doombringer level 22
51st Haze 122nd year of Ascendancy at 16:12 see stats
By Eb the Yeek Doombringer level 40
57th Pyre 123rd year of Ascendancy at 06:17 see stats
By Eb the Yeek Doombringer level 34
10th Pyre 123rd year of Ascendancy at 05:52 see stats
By Eb the Yeek Doombringer level 6
79th Pyre 122nd year of Ascendancy at 05:50 see stats
By Eb the Yeek Doombringer level 28
70th Haze 122nd year of Ascendancy at 08:24 see stats
By Eb the Yeek Doombringer level 49
80th Haze 123rd year of Ascendancy at 22:24 see stats
By Eb the Yeek Doombringer level 10
7th Mirth 122nd year of Ascendancy at 23:07 see stats
By Eb the Yeek Doombringer level 20
40th Haze 122nd year of Ascendancy at 16:02 see stats
By Eb the Yeek Doombringer level 30
47th Regrowth 123rd year of Ascendancy at 06:39 see stats
By Eb the Yeek Doombringer level 40
56th Pyre 123rd year of Ascendancy at 16:44 see stats
By Eb the Yeek Doombringer level 50
2nd Decay 123rd year of Ascendancy at 14:42 see stats
By Eb the Yeek Doombringer level 25
53rd Haze 122nd year of Ascendancy at 22:52 see stats
By Eb the Yeek Doombringer level 50
3rd Decay 123rd year of Ascendancy at 19:41 see stats
By Eb the Yeek Doombringer level 17
69th Dusk 122nd year of Ascendancy at 04:47 see stats
By Eb the Yeek Doombringer level 38
27th Pyre 123rd year of Ascendancy at 01:08 see stats
By Eb the Yeek Doombringer level 28
1st Decay 122nd year of Ascendancy at 12:28 see stats
By Eb the Yeek Doombringer level 36
15th Pyre 123rd year of Ascendancy at 00:42 see stats
By Eb the Yeek Doombringer level 29
41st Regrowth 123rd year of Ascendancy at 08:17 see stats
By Eb the Yeek Doombringer level 8
5th Mirth 122nd year of Ascendancy at 00:11 see stats
By Eb the Yeek Doombringer level 29
41st Regrowth 123rd year of Ascendancy at 08:17 see stats
By Eb the Yeek Doombringer level 29
23rd Regrowth 123rd year of Ascendancy at 07:21 see stats
By Eb the Yeek Doombringer level 13
13rd Dusk 122nd year of Ascendancy at 15:25 see stats
By Eb the Yeek Doombringer level 41
65th Pyre 123rd year of Ascendancy at 10:49 see stats
By Eb the Yeek Doombringer level 33
62nd Regrowth 123rd year of Ascendancy at 12:05 see stats
By Eb the Yeek Doombringer level 19
22nd Haze 122nd year of Ascendancy at 10:45 see stats
By Eb the Yeek Doombringer level 32
61st Regrowth 123rd year of Ascendancy at 22:33 see stats
Log
Eb performs a melee critical strike against Orc warrior!
Eb hits Orc warrior for 124 fire, 481 physical (606 total damage).
Eb killed Orc warrior!
Talent Voracious Blade is ready to use.
Eb picks up ( .): ranger's dragonbone longbow of lightning.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
You pickup 2.65 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.70 gold pieces.
Eb picks up (z.): lightning rune (389 lightning damage).
Ran for 88 turns (stop reason: at portal).
Saving done.
Saving done.
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you are back to the far east.
Saving done.
Saving done.
Saving game...
Saving done.
Saving done.
Saving game...