
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.10 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Extended Auto-use 1.1.5Adds additional options to talent auto-use Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Wall Clock 1.3.0Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant on the Map 1.1.0Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Runic Golem 1.0.4 Convenient Digging 1.5.5 Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Revised Short Staves 1.4.6Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Ashes of Urh'Rok 1.5.0Official 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:
Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Less pinky nightmare curse 1.5.5Addon limits nightmare curse effect visuals (prevent unreadable pink screen) From v1.1.0 effect now limited by 2 stages. {{ Yeeks can survive a win 1.4.8With this, the die-or-die situation is ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Wights 1.0.4Adds Wights as playable undead race. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | MegaTurtle |
| Class | Cursed |
| Level / Exp | 48 / 5% |
| Size | 5 (huge) |
| Lifes / Deaths | Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 08:04 / 61Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 08:43 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 09:24 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 10:04 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 10:44 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 11:24 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 12:04 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 12:43 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 13:24 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 14:04 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 14:45 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 15:24 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 16:03 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 16:42 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 17:21 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 18:00 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 18:39 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 19:19 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 19:58 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 20:37 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 21:16 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 21:56 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 22:35 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 23:15 Killed by gaeramarth at level 1 on the 6th Haze 122nd year of Ascendancy at 23:55 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 00:35 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 01:15 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 01:55 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 02:34 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 03:14 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 03:53 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 04:33 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 05:14 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 05:53 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 06:33 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 07:14 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 07:53 Killed by gaeramarth at level 1 on the 7th Haze 122nd year of Ascendancy at 08:32 Killed by giant spider at level 2 on the 9th Haze 122nd year of Ascendancy at 21:09 Killed by Islamith the cutpurse at level 2 on the 11st Haze 122nd year of Ascendancy at 16:24 Killed by Islamith the cutpurse at level 2 on the 11st Haze 122nd year of Ascendancy at 17:24 Killed by Islamith the cutpurse at level 2 on the 11st Haze 122nd year of Ascendancy at 22:49 Killed by WhyBother at level 2 on the 13rd Haze 122nd year of Ascendancy at 03:38 Killed by armoured skeleton warrior at level 3 on the 20th Haze 122nd year of Ascendancy at 01:06 Killed by Salomilaith the slaver at level 11 on the 16th Regrowth 123rd year of Ascendancy at 14:08 Killed by Velenne the black bear at level 12 on the 39th Regrowth 123rd year of Ascendancy at 21:36 Killed by Eloda the ice turtle at level 13 on the 45th Regrowth 123rd year of Ascendancy at 13:20 Killed by Silygada the swarming horror at level 13 on the 45th Regrowth 123rd year of Ascendancy at 17:01 Killed by Emelylravena the giant eel at level 13 on the 47th Regrowth 123rd year of Ascendancy at 14:21 Killed by Xerothra the corrupted mastocytic feeder at level 25 on the 32nd Dusk 123rd year of Ascendancy at 14:47 Killed by Gledadhewe the Blightborn at level 25 on the 34th Dusk 123rd year of Ascendancy at 03:40 Killed by Yvomina the corrupted protosentient globula at level 25 on the 34th Dusk 123rd year of Ascendancy at 05:31 Killed by Yvomina the corrupted protosentient globula at level 25 on the 34th Dusk 123rd year of Ascendancy at 08:40 Killed by Sileriamina the elven cultist at level 27 on the 60th Dusk 123rd year of Ascendancy at 23:48 Killed by Yveriba the elven mage at level 27 on the 62nd Dusk 123rd year of Ascendancy at 15:02 Killed by Betenne the ogre pounder at level 27 on the 62nd Dusk 123rd year of Ascendancy at 16:55 Killed by Glaralerin the grave wight at level 29 on the 7th Haze 123rd year of Ascendancy at 17:37 Killed by Silona the corrupted protosentient globula at level 33 on the 4th Decay 123rd year of Ascendancy at 01:21 Killed by orc cryomancer at level 35 on the 73rd Regrowth 124th year of Ascendancy at 10:14 Killed by Silama the orc cryomancer at level 35 on the 73rd Regrowth 124th year of Ascendancy at 17:31 Killed by overpowered greater multi-hued wyrm at level 36 on the 74th Regrowth 124th year of Ascendancy at 09:27 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 73.340449927278 (base 60) |
| Constitution | 137.34044992728 (base 56) |
| Magic | 11 (base 10) |
| Willpower | 31.340449927278 (base 17) |
| Cunning | 28 (base 10) |
Resources
| Life | 3364/3364 |
| Hate | 11/100 |
| Stamina | 326/326 |
| Equilibrium | 155 |
| Healing Factor | 0.88826851417357 |
| Regeneration | 19.986041568905 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | +30% |
| Spell | -25% |
| Global | +27.5% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 5 |
| See Invisible | 17.340449927278 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 73 |
| Crit Chance | 18% |
| APR | 34 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 5% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 5% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +1% |
| Arcane | +6% |
| Mind | +9% |
| All | -6% |
| Light | +12% |
| Temporal | +14% |
| Cold | +8% |
| Physical | +27% |
| Fire | +2% |
| Nature | -3% |
Offense: Damage Penetration
| Darkness | +26% |
| Light | +46% |
| Blight | +21% |
| Physical | +30% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 98.776915996161 (50%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 4 |
| Physical Save | 81 |
| Spell Save | 52 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 75%( 75%) |
| Blight | + 75%( 75%) |
| Arcane | + 75%( 75%) |
| Mind | + 75%( 75%) |
| All | + 79%( 75%) |
| Darkness | + 82%( 82%) |
| Light | + 75%( 75%) |
| Temporal | + 75%( 75%) |
| Physical | + 79%( 79%) |
| Fire | + 75%( 75%) |
| Lightning | + 75%( 75%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 50% |
| Teleport Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 6. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.10 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mega Spiked Shell |
| talent | Cleave |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: elemental / air with 7% effectiveness. Kills: 0 / 1 kills, Damage: +1% / +2%, Attack: +0 / +1, Stun: -- / 0.5%, Outmaneuver: 0.4% / 1.1% Predator |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 8%). Shroud of Weakness |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xeryriarebeth the skeleton assassin. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Spit Poison (+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 |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5985. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. 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 brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (Madness) (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | Unlight's kiss of the BlightspawnCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Effects when hit in melee: * 24% chance to disease * 26% chance to inflict 15% damage reduction Changes resistances: +1% physical Changes resistances penetration: +11% all Mental save: +11 (+5 eff.) Life regen: +0.40 Stamina each turn: +0.40 Mana each turn: +0.12 Light radius: +8 See stealth: +5 See invisible: +8 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glitterblood (Nightmares) (0 def, 3 armour) =8 STR, 3 WIL, 10 MOV=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str / +3 Wil Changes resistances penetration: +10% light Grants telepathy: Dragon Talent mastery: +0.10 Cursed / Predator Mental save: +7 (+3 eff.) Light radius: +1 See invisible: +3 Movement speed: +10% Curse of Nightmares A cap made of leather. |
| Tool | Demonblight [power 535] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 light Damage when hit (Melee): 20 darkness Changes resistances: +6% darkness Maximum wards: +4 lightning / +5 temporal / +5 blight / +4 fire / +5 cold Changes resistances penetration: +25% light Changes damage: +6% light Talent granted: +1 Ward Light radius: +3 It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Dazzledare the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +9 Str / +9 Con Changes resistances: +28% acid / +6% fire / +6% light Changes damage: +14% acid / +12% light Spell save: +6 (+2 eff.) Life regen: +1.10 Maximum life: +78.00 Healing mod.: +21% Rings can have magical properties. |
| On fingers | Uryharadin the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+6 eff.) Effects on melee hit: * 48% chance to blind Damage (Melee): 20 acid / 82 light Effects on ranged hit: * 64% chance to blind Damage (Ranged): 83 light Changes stats: +9 Cun Changes resistances: +3% blight / +1% physical / +3% acid Teleport immunity: +10% Maximum life: +10.00 Rings can have magical properties. |
| Around waist | Saleldavena the Sparkrupture (Shrouds) =16 Mret=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 8 arcane Damage when hit (Melee): 16 lightning Changes resistances penetration: +10% blight Maximum encumbrance: +22 Spell save: +6 (+2 eff.) Mana each turn: +0.28 Curse of Shrouds A belt that goes around your waist. |
| In main hand | drakeskin leather sling 'Festerflash' (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Flamespit (5% chance level 1). On weapon hit: * Slows global speed by 40% Damage (Ranged): +13 cold When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Str Changes resistances: +9% blight Changes resistances penetration: +19% physical Changes damage: +3% nature / +14% cold Damage Shield penetration: +60% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
| On hands | alchemist's rough leather gloves of dispersion (Misfortune) (0 def, 1 armour) =6 WIL, 5 MAG=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 lightning / 3 fire / 5 arcane / 3 cold Changes stats: +5 Mag / +6 Wil Changes resistances: +3% arcane Curse of Misfortune It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Cracklestalker the marble wardstone (Madness) Cracklestalker the marble wardstone (Madness)Requires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Defense: +19 (+6 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 50 lightning / 5 blindness / 8 physical Changes stats: +2 Str / +3 Dex Changes resistances: +34% lightning / +52% temporal / +31% arcane Reduce damage by fixed amount: +5 all Maximum wards: +5 lightning / +9 temporal / +5 arcane Changes damage: +20% temporal / +15% mind / +6% physical Talent granted: +10 Ward Physical save: +19 (+4 eff.) Mental save: +18 (+7 eff.) Maximum stamina: +5.00 Slows Projectiles: +30% Randomly fires a lightning bolt at a nearby enemy for this much lightning damage: 100 Curse of Madness Handheld warding devices This item has been sent to the Item's Vault. |
| Cloak | Porudalaith the Deepspyre (Nightmares) (2 def, 0 armour) =6 STR, 6 CON, 4 DEX=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +26 (+7 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +6 Str / +4 Dex / +6 Con Changes resistances: +6% lightning Changes resistances penetration: +15% darkness Changes damage: +12% arcane Talent mastery: +0.40 Technique / Combat training Spell save: -15 (-5 eff.) Stun/Freeze immunity: +15% Teleport immunity: +20% Stamina each turn: +0.60 Mana each turn: -0.36 Maximum life: +62.00 Maximum stamina: +27.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Changes resistances cap: +5% all Changes damage: +7% blight / +8% fire Critical mult.: +14.00% Physical save: +14 (+3 eff.) Spellpower: +12 (+6 eff.) Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 527 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 527 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 660 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 660 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 602 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 602 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
insidious poison infusion (12 nature damage, 51% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 12.29 nature damage per turn for 7 turns, and reducing the target's healing received by 51%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (11 nature damage, 47% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.46 nature damage per turn for 7 turns, and reducing the target's healing received by 47%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (170 acid damage; disarm 5 turns with power 27)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 170.32 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 27 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 579 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 579 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 200)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: 16 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 200 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (275.36 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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Inflicts 312.97 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (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. |
invisibility rune of the duelist (power 13 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to become invisible (power 13) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (133% of a 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. Press to compare to your current inscriptions |
controlled phase door rune of the sneak (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
controlled phase door rune of the wizard (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (133% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
2 Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 22 power out of 50/50) : Effective talent level: 1.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 12.76 to 38.27 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
copper amulet of mastery (0.10 Cursed / Gloom)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cursed / Gloom Amulets can have magical properties. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet 'Lisolaith' =20 Mret, 12 Dam=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 12 mind Damage when hit (Melee): 20 acid Changes resistances: +6% mind Changes resistances penetration: +10% acid Changes damage: +12% mind Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 1.6 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 165 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 44 power out of 60/60. The evilness of undeath radiates from this amulet. |
Glema the Cloudwend =11 DEX, 11 CUN, 10 CON=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Damage when hit (Melee): 4 acid Changes stats: +11 Dex / +4 Mag / +11 Cun / +10 Con Changes resistances: +6% lightning Changes resistances penetration: +20% acid Changes damage: +9% lightning Life regen: +1.40 Stamina each turn: +1.30 Mana each turn: +0.26 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +34.00 Movement speed: +20% Amulets can have magical properties. |
GorakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Dex Changes resistances: +15% darkness / +6% acid Changes resistances penetration: +15% mind Amulets can have magical properties. |
WillowsunPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 light / 12 nature Changes resistances: +3% light / +6% nature Changes resistances penetration: +20% light / +15% nature Teleport immunity: +50% Talent on hit(mindpower): Flamespit (10% chance level 1). It can be used to teleport you randomly (rad 44), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
gold amulet 'Drugorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 12 acid Changes stats: +6 Dex / +6 Cun / +5 Con / +3 Lck Changes resistances penetration: +6% all Changes damage: +15% acid Talent mastery: +0.10 Cursed / Cursed form Life regen: +0.60 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
gold amulet 'Galestreak'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 8 fire Damage when hit (Melee): 20 lightning Changes resistances: +6% lightning / +6% fire Changes damage: +12% lightning Life regen: +2.60 Amulets can have magical properties. |
Bethywen the Jetkiller =20 MOV=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +6 Cun / +4 Mag Changes resistances: +6% darkness Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Light radius: +1 Movement speed: +20% Amulets can have magical properties. |
Dourspawn =9 DEX, 8 WIL, 7 STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 darkness Changes stats: +7 Str / +9 Dex / +8 Wil Changes damage: +18% mind Mental save: +30 (+11 eff.) Psi when firing a critical mind attack: +3.00 Maximum hate: +6.00 Amulets can have magical properties. |
EarytarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Wil Changes resistances penetration: +3% all Talent masteries: +0.34 Cursed / Rampage +0.34 Cursed / Slaughter Reduces incoming crit damage: 15.00% Movement speed: +30% Amulets can have magical properties. |
EiliniraselaithInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +12 Lck / +6 Cun Changes resistances: +9% temporal / +28% cold / +20% fire Physical save: +10 (+2 eff.) Blindness immunity: +20% Silence immunity: +5% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
GlowclamorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Mag Changes resistances: +6% light / +6% lightning Changes damage: +8% acid / +6% light / +7% fire / +6% lightning / +6% cold Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +1 Amulets can have magical properties. |
stralite amulet 'Galerath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 16 arcane Damage when hit (Melee): 12 temporal Changes resistances penetration: +15% temporal Changes damage: +21% temporal Teleport immunity: +50% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to teleport you randomly (rad 50), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
stralite amulet 'Lightningtorrent'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.23 Cursed / Gloom Mental save: +20 (+8 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
stralite amulet 'Yvyrin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +6% blight / +6% cold / +2% all Mental save: +26 (+10 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +50% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
Garkul's Teeth =10 STR, 6 CON=Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+7 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 4.0 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 332.01 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
Nildil the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +21% temporal Talent mastery: +0.36 Cursed / Rampage Mental save: +10 (+4 eff.) Confusion immunity: +16% Pinning immunity: +35% Knockback immunity: +45% Hate per kill: +6.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +9% Amulets can have magical properties. |
Porovea the voratun amulet =9 WIL, 7 MAG=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag / +9 Wil Changes resistances: +22% lightning / +19% cold / +11% fire Stun/Freeze immunity: +34% Amulets can have magical properties. |
voratun amulet 'Issymadin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +35 (+9 eff.) Physical crit. chance: +3.0% Defense: +20 (+7 eff.) Changes stats: +19 Lck Changes resistances: +3% physical Physical save: +30 (+6 eff.) Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of Insight (Madness)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
copper ring 'Dairurig' (Misfortune) =8 Mret=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Dex / +1 Mag / +2 Wil Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
mule's copper ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
titan's copper ring of tenacity (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
Aeribeth (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +12 Changes resistances: +12% acid / +12% fire / +13% lightning / +12% cold Changes resistances penetration: +20% physical Grants telepathy: Humanoid/Orc Rings can have magical properties. |
Balykor the steel ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 arcane Damage when hit (Melee): 16 blight Changes stats: +2 Mag / +4 Con Physical save: +8 (+2 eff.) Mana each turn: +0.20 Damage Shield penetration: +40% Rings can have magical properties. |
Boryhek the steel ring (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 14% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 22 light Changes stats: +4 Str / +3 Cun / +5 Con Changes resistances: +24% darkness / +3% blight Changes damage: +12% darkness Mental crit. chance: +1% Rings can have magical properties. |
Nalathazor the steel ring (Nightmares) =4 MAG=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances penetration: +15% blight Silence immunity: +20% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+3 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 29 power out of 50/50) : Effective talent level: 2.0 Power cost: 29 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 15 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. |
Zubabrevea the steel ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 14% chance to blind Damage (Melee): 32 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 26 light Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Blindness immunity: +10% Poison immunity: +10% Pinning immunity: +25% Rings can have magical properties. |
marksman's steel ring of frost (+26%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
steel ring 'Airhash' (Madness) =16 Mret=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Damage (Melee): 12 acid Damage when hit (Melee): 16 acid Changes stats: +3 Cun Changes resistances: +15% acid Changes resistances penetration: +15% lightning Rings can have magical properties. |
steel ring 'Emegata' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Str / +4 Con Changes damage: +6% acid Stun/Freeze immunity: +28% Life regen: +1.70 Rings can have magical properties. |
steel ring 'Searsage' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 12 fire Changes resistances: +6% lightning Disarm immunity: +15% Confusion immunity: +35% Stun/Freeze immunity: +27% Teleport immunity: +10% Life regen: +1.80 Rings can have magical properties. |
steel ring 'Shadeclash' (Madness) =20 MOV=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +1 Con Changes resistances: +12% mind / +12% darkness Changes damage: +12% mind / +9% darkness Movement speed: +20% Rings can have magical properties. |
steel ring 'Singegrind' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +3.0% Armour: +12 Damage (Melee): 28 fire / 12 physical Damage when hit (Melee): 8 physical Changes stats: +6 Str / +2 Dex Changes resistances: +3% physical Stamina each turn: +0.60 Rings can have magical properties. |
titan's steel ring of lightning (+24%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +6 (+2 eff.) Rings can have magical properties. |
Ce'Nolrabeth the Bleakquill (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +14% blight Changes damage: +20% blight / +9% arcane Vim when firing critical spell: +4.00 Maximum mana: +80.00 Spell crit. chance: +6% Damage Shield penetration: +50% Rings can have magical properties. |
Eilinebeth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour Hardiness: +10% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -7% Changes resistances: +9% arcane Maximum encumbrance: +32 Spell save: +39 (+12 eff.) Mental save: +30 (+11 eff.) Blindness immunity: +25% Rings can have magical properties. |
Glareterror the gold ring (Shrouds) =6 WIL, 6 MAG=Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour Hardiness: +10% Damage when hit (Melee): 4 light Changes stats: +6 Mag / +6 Wil Changes resistances: +3% darkness / +3% light Spell save: +3 (+1 eff.) Blindness immunity: +28% Spellpower: +18 (+9 eff.) Mindpower: +7 (+4 eff.) Infravision radius: +4 See stealth: +13 See invisible: +13 Rings can have magical properties. |
Turufang (Madness) =10 WIL, 6 CUN=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 28 mind Changes stats: +6 Cun / +10 Wil Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Mindpower: +8 (+4 eff.) Rings can have magical properties. |
Zerak the Lavasin (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 20 fire Changes stats: +7 Wil Changes damage: +12% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +22 (+8 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Zubylerena the gold ring (Shrouds) =4 CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour Hardiness: +15% Defense: +8 (+3 eff.) Changes stats: +4 Cun Critical mult.: +5.00% Physical save: +6 (+2 eff.) Disease immunity: +15% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
gold ring of misery (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +4 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Blazepunish the stralite ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 30% chance to blind Damage (Melee): 12 light Changes stats: +7 Str Changes resistances: +12% light Changes damage: +15% light Light radius: +2 Rings can have magical properties. |
Bloodcaller (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
CobrapallInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 mind / 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +5 Cun Changes resistances: +6% blight / +2% physical Changes resistances penetration: +25% nature Confusion immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
GuthaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +13 (+4 eff.) Damage (Melee): 12 mind Changes stats: +7 Str / +8 Dex / +7 Cun / +8 Con Changes resistances: +28% fire Changes damage: +14% fire Psi when hit: +0.12 Maximum psi: +40.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Hellsweeper the stralite ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 8 fire Changes resistances: +30% nature Changes damage: +15% nature Physical save: +12 (+3 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +20% Silence immunity: +15% Confusion immunity: +10% Teleport immunity: +10% Rings can have magical properties. |
Lustrestriker the stralite ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Damage (Melee): 16 mind Damage when hit (Melee): 8 mind / 20 light Changes resistances penetration: +15% light / +25% mind Changes damage: +9% mind Spellpower: +13 (+7 eff.) Mindpower: +11 (+6 eff.) Light radius: +3 Rings can have magical properties. |
MurkticklerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +9 Str / +9 Con Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +5% darkness Changes damage: +30% darkness Stealth bonus: +30 Rings can have magical properties. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator'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: +10 (+3 eff.) Changes stats: +7 Str / +9 Con Changes resistances: +36% fire Changes damage: +18% fire Rings can have magical properties. |
mule's stralite ring of speed =18 MOV=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +11 (+4 eff.) Fatigue: -6% Maximum encumbrance: +20 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 4.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
stralite ring 'Gloomwitch' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 19% chance to blind Damage (Melee): 32 light / 4 temporal Effects on ranged hit: * 23% chance to blind Damage (Ranged): 32 light Changes stats: +6 Mag / +6 Wil / +1 Con Changes damage: +3% temporal Stealth bonus: +20 Spell save: +14 (+5 eff.) Maximum stamina: +22.00 Spellpower: +12 (+6 eff.) Rings can have magical properties. |
stralite ring 'Ulfodar' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease * 20% chance to blind Damage (Melee): 38 light / 16 arcane Effects on ranged hit: * 19% chance to blind Damage (Ranged): 32 light Changes resistances: +15% blight / +15% arcane Changes resistances penetration: +10% blight Rings can have magical properties. |
stralite ring 'Ulusakhad' (Corpses) =7 CUN, 5 DEX=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Fatigue: -4% Changes stats: +5 Dex / +2 Mag / +7 Cun / +2 Lck Spell save: +30 (+10 eff.) Mana each turn: +0.12 Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spell crit. chance: +3% Rings can have magical properties. |
ArmildirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +4 Str / +7 Wil / +8 Cun Changes damage: +9% physical Life regen: +1.80 Mindpower: +15 (+8 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Ashquell (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +15 (+5 eff.) Damage when hit (Melee): 16 fire Changes resistances: +6% blight / +18% fire Changes resistances penetration: +25% fire Changes damage: +12% fire It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Yvalera the Magmafoe (Shrouds) =9 STR, 6 DEX, 6 CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Changes stats: +9 Str / +6 Dex / +6 Cun Changes resistances: +6% fire See invisible: +15 Rings can have magical properties. |
conjurer's voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to blind Damage (Melee): 43 light Effects on ranged hit: * 31% chance to blind Damage (Ranged): 35 light Changes stats: +6 Mag / +6 Wil Spellpower: +8 (+4 eff.) Rings can have magical properties. |
gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +7 Str / +6 Con Rings can have magical properties. |
savage's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +10 Cun / +2 Con Spell save: +14 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +30.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
voratun ring 'Torchbraid'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +11 Con Changes resistances: +6% mind / +36% fire Changes damage: +18% fire / +15% mind / +3% arcane Physical save: +16 (+4 eff.) Spell save: +16 (+6 eff.) Maximum stamina: +32.00 Rings can have magical properties. |
warrior's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Cun / +6 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Blighted Maul (Nightmares) (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 240.65 to 721.96 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away other craatures within radius 4), dealing 614.30 to 1228.60 physical damage (based on Strength) to each, costing 36 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. This item has been sent to the Item's Vault. |
Wintertide (Nightmares) (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 97.64 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active Curse of Nightmares It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 22 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
reforged stralite mace 'Arthulathagas' (Madness) (58-81.2 power, 7 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 58.0 - 81.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 102% When this weapon hits: Flameshock (10% chance level 3). On weapon hit: * 10% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +14 blight / +15 darkness / +15 lightning When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +11 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances penetration: +10% physical Changes damage: +9% light / +9% blight Grants telepathy: Dragon Talent granted: +4 Flameshock Maximum hate: +4.00 Mental crit. chance: +2% Curse of Madness Blunt and deadly. This item has been sent to the Item's Vault. |
Nexus of the Way (Nightmares) (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+9 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Nightmares It can be used to activate talent Wayist (costing 44 power out of 60/60) : Effective talent level: 1.0 Power cost: 44 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Gloruthra the Glittersnake (16/16, 35-42 power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 70% Dex, 50% Cun Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 When this weapon hits: Spatial Tether (20% chance level 3). Damage (Ranged): +16 blight / +11 temporal / +12 nature Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
Drops of Blood (0/0, 50-60 power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stats: 70% Dex, 50% Cun Damage type: Hindering blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 0 When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. This item has been sent to the Item's Vault. |
reforged Summertide (Shrouds) (14 def, 25 armour, 267 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +25 Defense: +14 (+5 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +8% physical / +15% darkness / +8% blight / +18% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent cooldown: Battle Call (-1 turn) Talent granted: +5 Block Spell save: +8 (+3 eff.) Mental save: +18 (+7 eff.) Blindness immunity: +100% Disarm immunity: +17% Confusion immunity: +25% Knockback immunity: +17% Maximum psi: +20.00 Mindpower: +8 (+4 eff.) Light radius: +3 Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 35.53 to 44.42 light damage (based on Willpower and Cunning), costing 9 power out of 30/30. Handheld deflection devices. This item has been sent to the Item's Vault. |
The Turtle Lich's Robe (Misfortune) (0 def, 0 armour) The Turtle Lich's Robe (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +16 Con / +12 Mag Changes resistances: +21% all Changes damage: +45% darkness / +35% cold Physical save: +80 (+16 eff.) Spell save: +80 (+22 eff.) Curse of Misfortune It can be used to activate talent Animus Purge (costing 26 power out of 50/50) : Effective talent level: 5.0 Power cost: 26 out of 50/50. Range: 6 Travel Speed: 2000% of base Is: a spell Description: Try to crush the soul of your foe, doing 156.09 darkness damage (that can never kill the target). If the target is left with less than 25% life you try to take control of its body. Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls. Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means. Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created. Bosses, other undeads and summoned creatures can not be turned into husks. The damage and chance will increase with your Spellpower. A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. |
Salowyn the hardened leather belt (Madness) =4 MAG, 3 WIL=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +10% blight Mental save: +39 (+14 eff.) Psi when firing a critical mind attack: +1.00 Maximum hate: +8.00 Spell crit. chance: +5% Mental crit. chance: +4% Curse of Madness A belt that goes around your waist. |
Emodana (Madness) (2 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +15% fire Disease immunity: +10% Cut immunity: +20% Silence immunity: +20% Disarm immunity: +15% Teleport immunity: +15% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korurorek the Hellsstrider (Madness) (2 def, 0 armour) =4 CUN, 4 WIL 12 Mret=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 20 acid Damage when hit (Melee): 12 fire Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +25% acid / +10% fire Mental crit. chance: +6% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (Madness) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Slumber (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 30 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Erironeg (Shrouds) (3 def, 0 armour) =40 MOV=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Dex / +7 Cun / +3 Lck Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +3% all Infravision radius: +1 Movement speed: +40% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Willowseam' (Corpses) (11 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 8 mind Changes resistances: +19% acid / +19% light / +42% fire / +14% lightning / +14% cold Changes resistances penetration: +10% mind Stealth bonus: +13 Spell save: +30 (+10 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elalle the Dawnstalker (Corpses) (0 def, 3 armour) =20 Mret=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 8 mind Damage when hit (Melee): 20 mind Changes resistances: +6% light Changes resistances penetration: +15% light Movement speed: +20% Curse of Corpses A pair of boots made of leather. |
small tauntlets 'Cinderbraze' (Shrouds) (0 def, 2 armour) =30 MOV=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes resistances penetration: +3% all Talent granted: +1 Block Light radius: +1 Movement speed: +30% Tauntlets behave like a shield, and allow you to block attacks. 19 block power. Curse of Shrouds A turtle shell fit with a simple strap. It covers the entire forearm. |
Tarrelar (Corpses) (9 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 7 acid / 6 fire / 7 cold / 5 lightning Damage when hit (Melee): 16 blight Changes stats: +4 Mag / +4 Wil Changes resistances: +6% blight Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Lisalle the cashmere wizard hat (Madness) (2 def, 0 armour) =20 MOV=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +1 Dex / +6 Con Changes resistances: +21% darkness Changes damage: +14% darkness Grants telepathy: Dragon Movement speed: +20% Curse of Madness A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Bethera' (Corpses) (0 def, 5 armour) =10 MAG, 4 STR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +10 Mag / +3 Cun Psi when hit: +0.12 See invisible: +6 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 505.7 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Oozeward (Shrouds) =Save!= Oozeward (Shrouds) =Save!=Requires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +30% acid / +30% arcane / +30% nature Reduce damage by fixed amount: +5 all Maximum wards: +5 acid / +5 arcane / +5 nature Reduced damage from: +30% Ooze / +30% Jelly Talent granted: +5 Ward Mental save: +30 (+11 eff.) Slows Projectiles: +30% Curse of Shrouds Evidently crafted by an Archmage wanting the best protection possible against Oozemancers. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 verdite 7 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 hematite 10 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 malachite 9 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 carnelian 6 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 small geode 8 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+7 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+7 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 geode 12 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 sugilite 8 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 tiger's eye 6 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 obsidian 9 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+8 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+8 eff.) Changes damage: +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 large geode 11 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 kunzite 8 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 black pearl 9 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
7 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+10 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+10 eff.) Changes damage: +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 enormous geode 9 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
7 tanzanite 7 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 22 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. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-9 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+8 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
5083 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
68 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Tooth of the Mouth (dig speed 12 turns) =15 Mret=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Emiseth the dwarven-steel pickaxe (dig speed 32 turns) =12 STR=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Fatigue: -8% Changes stats: +12 Str Changes damage: +15% physical Maximum life: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Berodelen' (dig speed 16 turns) =30 ShieldPen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +2 Str Changes resistances: +8% darkness / +8% fire Changes resistances penetration: +10% arcane Changes damage: +15% blight Vim when firing critical spell: +4.00 Spellpower: +8 (+4 eff.) Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 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 7 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 50% 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. |
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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (1/1)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 18 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (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 after 40 turns, costing 146 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 (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 235.85 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 18 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+4 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Yveth the dragonbone wand of clairvoyance [power 16] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +5.0% Armour: +4 Changes stats: +5 Str / +2 Dex / +2 Con Changes damage: +9% physical Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Physical save: +9 (+2 eff.) It can be used to reveal the area around you, dispelling darkness (radius 16, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By WhyBother the MegaTurtle Cursed level 31
37th Haze 123rd year of Ascendancy at 13:25 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By WhyBother the MegaTurtle Cursed level 18
13rd Pyre 123rd year of Ascendancy at 15:24 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By WhyBother the MegaTurtle Cursed level 30
23rd Haze 123rd year of Ascendancy at 17:49 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By WhyBother the MegaTurtle Cursed level 40
24th Pyre 124th year of Ascendancy at 07:28 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By WhyBother the MegaTurtle Cursed level 36
74th Regrowth 124th year of Ascendancy at 08:29 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By WhyBother the MegaTurtle Cursed level 46
17th Dusk 124th year of Ascendancy at 00:36 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By WhyBother the MegaTurtle Cursed level 35
66th Regrowth 124th year of Ascendancy at 22:51 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By WhyBother the MegaTurtle Cursed level 22
7th Mirth 123rd year of Ascendancy at 17:54 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By WhyBother the MegaTurtle Cursed level 28
73rd Dusk 123rd year of Ascendancy at 20:34 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By WhyBother the MegaTurtle Cursed level 34
9th Decay 123rd year of Ascendancy at 00:24 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By WhyBother the MegaTurtle Cursed level 24
11st Dusk 123rd year of Ascendancy at 08:09 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By WhyBother the MegaTurtle Cursed level 21
76th Pyre 123rd year of Ascendancy at 01:27 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By WhyBother the MegaTurtle Cursed level 21
50th Pyre 123rd year of Ascendancy at 09:10 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By WhyBother the MegaTurtle Cursed level 13
50th Regrowth 123rd year of Ascendancy at 05:40 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WhyBother the MegaTurtle Cursed level 16
76th Regrowth 123rd year of Ascendancy at 06:31 see stats
Fast Curse Dispel (Exploration mode)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By WhyBother the MegaTurtle Cursed level 28
73rd Dusk 123rd year of Ascendancy at 20:34 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By WhyBother the MegaTurtle Cursed level 24
18th Dusk 123rd year of Ascendancy at 10:52 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By WhyBother the MegaTurtle Cursed level 48
36th Dusk 124th year of Ascendancy at 03:11 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By WhyBother the MegaTurtle Cursed level 37
1st Time of Balance 124th year of Ascendancy at 19:24 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By WhyBother the MegaTurtle Cursed level 43
70th Pyre 124th year of Ascendancy at 15:13 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By WhyBother the MegaTurtle Cursed level 18
13rd Pyre 123rd year of Ascendancy at 16:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By WhyBother the MegaTurtle Cursed level 36
74th Regrowth 124th year of Ascendancy at 13:23 see stats
Level 10 (Exploration mode)
Got a character to level 10.By WhyBother the MegaTurtle Cursed level 10
79th Haze 122nd year of Ascendancy at 07:47 see stats
Level 20 (Exploration mode)
Got a character to level 20.By WhyBother the MegaTurtle Cursed level 20
42nd Pyre 123rd year of Ascendancy at 10:22 see stats
Level 30 (Exploration mode)
Got a character to level 30.By WhyBother the MegaTurtle Cursed level 30
18th Haze 123rd year of Ascendancy at 10:02 see stats
Level 40 (Exploration mode)
Got a character to level 40.By WhyBother the MegaTurtle Cursed level 40
21st Pyre 124th year of Ascendancy at 15:14 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By WhyBother the MegaTurtle Cursed level 47
30th Dusk 124th year of Ascendancy at 04:45 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By WhyBother the MegaTurtle Cursed level 10
8th Decay 122nd year of Ascendancy at 21:47 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By WhyBother the MegaTurtle Cursed level 44
5th Mirth 124th year of Ascendancy at 20:16 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By WhyBother the MegaTurtle Cursed level 47
26th Dusk 124th year of Ascendancy at 09:55 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By WhyBother the MegaTurtle Cursed level 30
20th Haze 123rd year of Ascendancy at 12:12 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By WhyBother the MegaTurtle Cursed level 34
9th Decay 123rd year of Ascendancy at 11:29 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By WhyBother the MegaTurtle Cursed level 9
64th Haze 122nd year of Ascendancy at 08:39 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By WhyBother the MegaTurtle Cursed level 18
13rd Pyre 123rd year of Ascendancy at 15:24 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By WhyBother the MegaTurtle Cursed level 4
31st Haze 122nd year of Ascendancy at 06:21 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By WhyBother the MegaTurtle Cursed level 40
38th Pyre 124th year of Ascendancy at 22:22 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By WhyBother the MegaTurtle Cursed level 15
66th Regrowth 123rd year of Ascendancy at 15:16 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By WhyBother the MegaTurtle Cursed level 12
39th Regrowth 123rd year of Ascendancy at 18:42 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By WhyBother the MegaTurtle Cursed level 30
21st Haze 123rd year of Ascendancy at 06:02 see stats
Log
There is an item here: Quiver of the Sun (25/25, 34-47.6 power, 15 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: Molten Skin (Misfortune) (15 def, 12 armour)
There is an item here: The Untouchable (Misfortune) (14 def, 12 armour)
Ran for 2 turns (stop reason: object seen).
You transfer Ancient Golem Suit (20 def, 30 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
Error while transfering Monolith Armour (40 def, 50 armour) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
You transfer Monolith Armour (40 def, 50 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
You transfer Crown of the Elements (0 def, 5 armour) to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
WhyBother deactivates Cleave.
WhyBother deactivates Stalk.
WhyBother deactivates Mega Spiked Shell.






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