Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Bastion 1.4.6A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Temporal Warden |
Level / Exp | 43 / 6% |
Size | gargantuan |
Lifes / Deaths | Killed by greater gwelgoroth at level 17 on the 6th Mirth 122nd year of Ascendancy at 10:21 3 / 4Killed by Aroyatta the large white snake at level 30 on the 17th Dusk 122nd year of Ascendancy at 06:49 Killed by Cyrann the midge swarm at level 41 on the 38th Dusk 122nd year of Ascendancy at 15:47 Killed by Aeroleda the giant green ant at level 41 on the 39th Dusk 122nd year of Ascendancy at 15:30 |
Primary Stats
Strength | 67 (base 21) |
Dexterity | 62 (base 46) |
Constitution | 64 (base 32) |
Magic | 116 (base 60) |
Willpower | 98 (base 25) |
Cunning | 83 (base 18) |
Resources
Life | 1543/1543 |
Mana | 40/983 |
Paradox | 300 |
Healing Factor | 1.63 |
Regeneration | 29.4215 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 32 |
See Stealth | 53.53171002726 |
See Invisible | 95.53171002726 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 269 |
Accuracy | 67 |
Crit Chance | 95% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 89 |
Accuracy | 67 |
Crit Chance | 98% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 60 (30%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 12 |
Physical Save | 45 |
Spell Save | 60 |
Mental Save | 54 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Bleed Resistance | 60% |
Confusion Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 600 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon Folding |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by fire drake. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
Equipment
On feet | pair of voratun boots 'Yarathel' (0 def, 14 armour) pair of voratun boots 'Yarathel' (0 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +14 Fatigue: +4% Changes stats: +18 Str / +2 Mag / +16 Con Changes resistances: +11% fire / +13% cold Changes damage: +18% physical Only die when reaching: -60.00 life Light radius: +1 Infravision radius: +3 Healing mod.: +15% Size category: +2 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Poratha PorathaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Mag / +11 Wil / +8 Cun Changes resistances: +6% cold / +8% temporal Changes damage: +11% mind Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Light radius: -2 Infravision radius: +9 See invisible: +12 Defense after a teleport: +18 Resist all after a teleport: +20% New effects duration reduction after a teleport: +17% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Shinehunt the linen wizard hat (1 def, 0 armour) Shinehunt the linen wizard hat (1 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 light Changes stats: +4 Cun / +7 Wil Changes resistances: +9% light Changes damage: +6% light / +3% temporal Physical save: +6 (+2 eff.) Life regen: +2.20 Mindpower: +4 (+1 eff.) Light radius: +3 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
On hands | dwarven-steel gauntlets 'Isoldatha' (0 def, 7 armour) dwarven-steel gauntlets 'Isoldatha' (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +7 Changes stats: +8 Str / +4 Dex / +3 Wil / +8 Cun Changes resistances: +9% darkness Changes resistances penetration: +5% mind Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +49.00 Infravision radius: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Getuchik (dig speed 19 turns) Getuchik (dig speed 19 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +3 Physical power: +4 (+0 eff.) Changes stats: +5 Str / +11 Mag / +3 Cun / +3 Con Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Stamina each turn: +0.20 Maximum mana: +69.00 Maximum stamina: +5.00 Spell crit. chance: +14% Light radius: +1 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Eilinewyn' gold ring 'Eilinewyn'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +11 Mag / +15 Wil / +11 Cun Changes resistances: +30% light / +9% fire Changes damage: +15% light / +3% blight Critical mult.: +15.00% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -40.00 life Spellpower: +27 (+6 eff.) Spell crit. chance: +1% Mindpower: +15 (+4 eff.) Rings can have magical properties. |
On fingers | Glenor GlenorPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +13 Defense: +38 (+11 eff.) Changes stats: +1 Str / +3 Dex / +7 Wil / +18 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Blindness immunity: +34% Mindpower: +11 (+3 eff.) Infravision radius: +4 See stealth: +17 See invisible: +21 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 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. |
Around neck | Poluma the stralite amulet Poluma the stralite amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Str / +2 Dex / +2 Mag / +5 Wil / +8 Con Changes resistances: +22% fire / +19% cold Reduces incoming crit damage: 10.00% Mental save: +11 (+3 eff.) Blindness immunity: +26% Cut immunity: +60% Confusion immunity: +22% Mindpower: +9 (+3 eff.) Light radius: +2 Infravision radius: +4 Sight radius: +2 See invisible: +11 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 384 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | stralite greatsword 'Stokebright' (50.5-80.8 power, 3 apr) stralite greatsword 'Stokebright' (50.5-80.8 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 35% chance to corrode armour * 35% chance to daze On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +16 acid When wielded/worn: Physical crit. chance: +28.0% Damage when hit (Melee): 8 temporal Changes stats: +5 Str / +5 Dex / +5 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% acid / +5% temporal / +5% mind / +16% lightning Changes damage: +3% fire Critical mult.: +10.00% Life regen: +3.00 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +2 (+1 eff.) Massive two-handed swords. |
Around waist | Unrirefast the rough leather belt Unrirefast the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Str / +3 Dex / +2 Mag Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Reduces incoming crit damage: 5.00% Physical save: +13 (+4 eff.) Spell save: +6 (+1 eff.) Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
In off hand | Ichorgash the stralite dagger (30-39 power, 9 apr) Ichorgash the stralite dagger (30-39 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +13 temporal When wielded/worn: Armour penetration: +11 Physical crit. chance: +20.0% Effects on melee hit: * 15% chance to daze * 30% chance to corrode armour Damage when hit (Melee): 4 lightning / 14 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +3% acid / +13% temporal / +15% nature Changes damage: +12% nature Critical mult.: +15.00% Spellpower: +10 (+2 eff.) Sharp, short and deadly. |
Cloak | Singestoker the cashmere cloak (2 def, 0 armour) Singestoker the cashmere cloak (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +8 Mag / +16 Wil / +4 Cun Changes resistances: +12% fire Changes damage: +3% blight / +3% fire / +6% mind Spell save: +20 (+5 eff.) Mental save: +20 (+6 eff.) Maximum mana: +122.00 Spell crit. chance: +6% Mental crit. chance: +6% Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Betutha (4 def, 33 armour) Betutha (4 def, 33 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +33 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 18 fire Damage (Ranged): 17 fire Changes stats: +1 Str / +3 Mag / +1 Wil / +2 Cun Changes resistances: +66% fire / +5% arcane / +44% physical Grants telepathy: Dragon Critical mult.: +14.00% Life regen: +12.60 See invisible: +9 Healing mod.: +22% A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 433) healing infusion of the wizard (heal 433)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 433 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+28 for 9 turns, die at -924) heroism infusion of the wizard (+28 for 9 turns, die at -924)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 9 turns. While Heroism is active, you will only die when reaching -924 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 684 over 5 turns) regeneration infusion of the psychic (heal 684 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 35%; cure physical) wild infusion of the wizard (resist 35%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (542.00 temporal damage, removed from time 4 turns) Rune of the Rift (542.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 558.26 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. |
biting gale rune (25 cold damage; 15 apply power) biting gale rune (25 cold damage; 15 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 15. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Aeryrain the copper amulet Aeryrain the copper amuletCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Wil Grants telepathy: Humanoid/Orc Talent mastery: +0.15 Chronomancy / Temporal Guardian Mental save: +29 (+8 eff.) Confusion immunity: +12% Maximum psi: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
Beokan the copper amulet Beokan the copper amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +5 Str / +5 Dex / +6 Wil Changes resistances: +9% fire Changes resistances penetration: +15% acid Physical save: +6 (+2 eff.) Mental save: +16 (+5 eff.) Blindness immunity: +16% Cut immunity: +5% Confusion immunity: +23% Mindpower: +6 (+2 eff.) Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Betywen the copper amulet Betywen the copper amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +4 Wil Changes resistances: +9% lightning / +13% fire / +12% cold Changes damage: +9% temporal Cut immunity: +50% Confusion immunity: +5% Stun/Freeze immunity: +10% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Daimeduhek' copper amulet 'Daimeduhek'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Mag Changes damage: +5% light / +5% temporal / +5% darkness / +11% physical Talent masteries: +0.14 Chronomancy / Spacetime Folding +0.14 Chronomancy / Temporal Guardian Physical save: +18 (+6 eff.) Stamina each turn: +0.60 Only die when reaching: -40.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
gold amulet 'Shinepython' gold amulet 'Shinepython'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 4 arcane Changes stats: +12 Str / +7 Dex / +6 Wil / +7 Con / +12 Lck Changes resistances: +15% temporal Changes resistances penetration: +5% blight Spell save: +12 (+3 eff.) Pinning immunity: +38% Knockback immunity: +30% Maximum mana: +20.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
restful copper amulet of mastery (0.11 Chronomancy / Bow Threading) restful copper amulet of mastery (0.11 Chronomancy / Bow Threading)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Talent mastery: +0.11 Chronomancy / Bow Threading Life regen: +1.40 Amulets can have magical properties. |
Drigen the voratun ring Drigen the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Dex / +5 Con Changes resistances: +34% lightning / +28% cold Changes resistances penetration: +25% arcane / +5% temporal Changes damage: +17% lightning / +14% cold / +3% arcane / +18% temporal Spell save: +17 (+4 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +40% Maximum stamina: +32.00 Rings can have magical properties. |
Galedodil GaledodilPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Physical power: +10 (+1 eff.) Defense: +22 (+7 eff.) Changes stats: +7 Str / +5 Wil / +6 Cun / +8 Con Changes resistances: +23% blight / +10% nature Changes resistances penetration: +10% blight Changes damage: +13% blight Poison immunity: +21% Disease immunity: +22% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Glimmerreeve GlimmerreevePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Defense: +13 (+4 eff.) Damage when hit (Melee): 12 arcane / 16 light Changes resistances: +16% mind / +3% light Changes resistances penetration: +5% light Changes damage: +16% mind / +6% arcane Blindness immunity: +20% Light radius: +1 Infravision radius: +4 See stealth: +10 See invisible: +13 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Undeathmortal the gold ring Undeathmortal the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +13 Mag / +13 Wil / +7 Con Changes resistances: +6% nature Changes resistances penetration: +10% blight / +15% mind Changes damage: +15% mind Maximum encumbrance: +32 Disarm immunity: +34% Pinning immunity: +35% Knockback immunity: +38% Maximum life: +28.00 Spellpower: +22 (+5 eff.) Rings can have magical properties. |
Urthobar the gold ring Urthobar the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +4 Physical power: +21 (+3 eff.) Changes resistances: +12% acid / +2% physical / +28% cold Changes damage: +14% cold / +12% all Physical save: +9 (+3 eff.) Disarm immunity: +38% Pinning immunity: +34% Knockback immunity: +38% Life regen: +1.00 Maximum life: +106.00 Maximum stamina: +10.00 Spellpower: +23 (+5 eff.) Mindpower: +24 (+6 eff.) Healing mod.: +14% Rings can have magical properties. |
copper ring 'Emildanne' copper ring 'Emildanne'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 13% chance to blind Changes stats: +4 Cun Changes resistances: +3% acid / +6% mind / +3% nature Physical save: +9 (+3 eff.) Spell save: +6 (+1 eff.) Disarm immunity: +25% Pinning immunity: +25% Stun/Freeze immunity: +10% Knockback immunity: +24% Maximum life: +24.00 Rings can have magical properties. |
copper ring of speed copper ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+2 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 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 31% for 5 turns. Rings can have magical properties. |
gold ring 'Gleamspiker' gold ring 'Gleamspiker'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +12 Physical power: +12 (+2 eff.) Defense: +12 (+4 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +8 Dex / +7 Cun / +10 Con Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +15% light / +6% all Critical mult.: +10.00% Physical save: +12 (+4 eff.) Spell save: +14 (+3 eff.) Maximum stamina: +28.00 Maximum hate: +2.00 Spellpower: +11 (+2 eff.) Mindpower: +7 (+2 eff.) Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gold ring 'Gloredhema' gold ring 'Gloredhema'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +11 (+2 eff.) Changes stats: +7 Dex / +6 Mag / +12 Cun Changes resistances: +2% physical / +30% darkness / +9% mind Changes damage: +15% darkness Physical save: +6 (+2 eff.) Disarm immunity: +37% Pinning immunity: +38% Knockback immunity: +33% Life regen: +0.40 Stamina each turn: +0.60 Maximum life: +46.00 Spellpower: +19 (+4 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +5% Rings can have magical properties. |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.60 Maximum life: +56.00 Healing mod.: +12% Rings can have magical properties. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 95% Mag, 55% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
stralite greatmaul 'Arokira' (56.5-84.75 power, 3 apr) stralite greatmaul 'Arokira' (56.5-84.75 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 170% Mag Damage type: Fire Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 23% chance to inflict damage reduction * 30% chance to daze * 27% chance to cause random gloom * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +26 mind When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +5 Str / +5 Dex / +3 Mag / +15 Wil / +13 Cun / +6 Con Changes resistances: +3% mind / +9% acid Changes resistances penetration: +13% lightning Reduces incoming crit damage: 15.00% Teleport immunity: +10% Massive two-handed mauls. |
stralite greatmaul 'Glintstreaker' (52.5-78.75 power, 3 apr) stralite greatmaul 'Glintstreaker' (52.5-78.75 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 41% chance to daze * Random elemental explosion Damage (Melee): +19 temporal / +24 nature / +8 fire / +16 mind When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +5 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun / +11 Con Changes resistances: +3% light Changes resistances penetration: +34% lightning / +17% physical / +16% fire / +21% acid / +20% cold Critical mult.: +10.00% Mental save: +9 (+3 eff.) Disarm immunity: +36% Psi when hit: +0.08 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Mayygalaith (46.5-74.4 power, 3 apr) Mayygalaith (46.5-74.4 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 33% chance to disease On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +43 blight / +52 insidious poison When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +12.0% Defense: +17 (+6 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +10% acid Changes damage: +6% blight Disease immunity: +76% Disarm immunity: +46% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -20.00 life Massive two-handed swords. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 10 power out of 20/20) : Effective talent level: 5.0 Power cost: 10 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 74.75 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Epoch's Curve Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +8 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
Flaresnake the elven-wood longbow Flaresnake the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +9 Travel speed: +400% Damage (Ranged): +17 lightning Burst (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +5% fire / +19% physical Changes damage: +17% lightning / +33% physical / +9% temporal / +12% fire Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Willowlore WillowloreRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Temporal Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn Travel speed: +200% Burst (radius 1) on hit: +2 nature / +8 temporal When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Str / +4 Dex / +5 Con Changes resistances penetration: +13% physical / +13% temporal Changes damage: +19% physical / +3% nature / +16% temporal Talent mastery: +0.10 Wild-gift / Fungus Talent cooldown: Arrow Stitching (-1 turn) It can be used to regenerate 198 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Galdakira the stralite longsword (46-64.4 power, 5 apr) Galdakira the stralite longsword (46-64.4 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Temporal Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +50 insidious poison Burst (radius 1) on hit: +8 mind When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Physical power: +11 (+2 eff.) Changes resistances penetration: +10% temporal / +11% physical Changes damage: +11% physical Grants telepathy: Humanoid/Orc Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Heals friendly targets nearby when you use a nature summon: +30 Sharp, long, and deadly. |
Glowblack (37-51.8 power, 16 apr) Glowblack (37-51.8 power, 16 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +2.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease * 20% chance to torment the target Damage Shield penetration (this weapon only): +22% Damage (Melee): +13 blight / +17 light Damage against: +25% Undead When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Dex / +5 Wil / +3 Con Changes resistances penetration: +11% mind / +12% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Disease immunity: +26% Blunt and deadly. |
Urarotir the stralite mace (33-46.2 power, 5 apr) Urarotir the stralite mace (33-46.2 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 33.0 - 46.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 9% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 blight / +50 insidious poison Burst (radius 2) on crit: +20 ice When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +4 Physical crit. chance: +10.0% Physical power: +19 (+3 eff.) Armour: +11 Changes stats: +6 Dex Changes resistances penetration: +13% cold Disease immunity: +30% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Blunt and deadly. |
stralite mace 'Anothel' (34.5-48.3 power, 5 apr) stralite mace 'Anothel' (34.5-48.3 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +13 mind / +18 cold When wielded/worn: Physical crit. chance: +23.0% Physical power: +13 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +12% acid / +8% fire / +15% lightning / +11% cold Light radius: +3 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
stralite mace 'Gubar' (37.5-52.5 power, 5 apr) stralite mace 'Gubar' (37.5-52.5 power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +47 insidious poison / +13 temporal / +6 nature When wielded/worn: Armour penetration: +22 Physical crit. chance: +11.0% Changes stats: +3 Str Changes resistances penetration: +11% physical Changes damage: +12% temporal / +13% physical Critical mult.: +16.00% Maximum encumbrance: +40 Physical save: +18 (+6 eff.) Healing mod.: +15% Blunt and deadly. |
Dimbolt the stralite waraxe (32-44.8 power, 5 apr) Dimbolt the stralite waraxe (32-44.8 power, 5 apr)Requires: - Magic 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 41% chance to inflict damage reduction * 20% chance to torment the target Damage (Melee): +8 darkness / +28 temporal / +37 nature Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +13 Changes stats: +5 Str Changes resistances penetration: +13% physical / +13% mind / +12% darkness Changes damage: +9% darkness / +26% physical Stamina when hit: +1.60 One-handed war axes. |
Glorikira the stralite waraxe (32-44.8 power, 5 apr) Glorikira the stralite waraxe (32-44.8 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% On weapon hit: * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +14 temporal When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +4 Defense: +11 (+4 eff.) Damage when hit (Melee): 13 temporal Changes stats: +5 Dex Changes resistances: +12% acid / +13% temporal / +5% arcane / +9% all Changes resistances penetration: +10% nature / +5% mind Mental save: +10 (+3 eff.) Disarm immunity: +42% Teleport immunity: +5% One-handed war axes. |
Xaniriavea (34-47.6 power, 5 apr) Xaniriavea (34-47.6 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 27% chance to cause random gloom * 42% chance to disease * Random elemental explosion Damage (Melee): +39 blight / +18 mind When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +5 Wil / +8 Cun / +6 Con Changes resistances penetration: +13% acid / +12% physical / +15% blight / +15% fire / +15% cold / +11% lightning Reduces incoming crit damage: 15.00% Disease immunity: +11% Disarm immunity: +19% Light radius: +3 Infravision radius: +2 One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Silayath the Blazevein Silayath the BlazeveinPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 blight Changes stats: +2 Wil / +2 Mag Changes resistances: +3% fire / +7% light / +6% darkness Changes resistances penetration: +5% fire Changes damage: +6% fire Maximum encumbrance: +25 Mana each turn: +0.19 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +23.00 Spellpower: +8 (+2 eff.) A belt that goes around your waist. |
Noontreason (12 def, 0 armour) Noontreason (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Defense: +12 (+4 eff.) Damage when hit (Melee): 16 fire / 16 mind / 8 light Changes stats: +5 Str / +6 Dex / +5 Con Changes resistances: +9% acid / +23% light / +33% fire / +9% cold / +9% lightning Changes resistances penetration: +10% mind Changes damage: +12% light / +3% fire Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +22 Spell save: -27 (-9 eff.) Stamina each turn: +1.10 Mana each turn: -0.46 Maximum life: +60.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Betharaba' (1 def, 0 armour) linen cloak 'Betharaba' (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 arcane / 8 acid Changes stats: +4 Dex / +3 Mag / +3 Wil / +4 Cun Changes resistances: +5% arcane / +3% acid Changes resistances penetration: +15% acid Changes damage: +6% arcane Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cyrina' (1 def, 0 armour) linen cloak 'Cyrina' (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +1 (+0 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to disease Changes stats: +1 Dex / +3 Mag / +4 Wil Changes resistances: +12% darkness / +9% blight Changes resistances penetration: +6% darkness Changes damage: +8% darkness Stealth bonus: +6 Physical save: +3 (+1 eff.) Spell save: +6 (+1 eff.) Life regen: +0.40 Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dwarven-steel helm 'Zubiretha' (4 def, 7 armour) dwarven-steel helm 'Zubiretha' (4 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +6 Str / +14 Dex Changes resistances: +6% acid / +6% fire / +5% arcane / +6% darkness Blindness immunity: +5% Disarm immunity: +10% Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Belaldavena' (1 def, 2 armour) linen wizard hat 'Belaldavena' (1 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +2 Mag / +2 Wil / +2 Con Changes resistances: +9% acid Changes resistances penetration: +15% acid / +5% arcane Changes damage: +3% acid Physical save: +6 (+2 eff.) Spell save: +7 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 127.27 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Windgore' (13 def, 30 armour) dwarven-steel mail armour 'Windgore' (13 def, 30 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +30 Defense: +13 (+4 eff.) Fatigue: +9% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 lightning Changes stats: +4 Cun Changes resistances: +17% lightning / +12% nature Changes resistances penetration: +15% lightning Changes damage: +9% nature / +6% lightning Physical save: +10 (+3 eff.) Mental save: +16 (+5 eff.) Life regen: +2.30 Maximum life: +54.00 Healing mod.: +19% A suit of armour made of mail. |
Poxblast (18/18, 46-64.4 power, 10 apr) Poxblast (18/18, 46-64.4 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 46.0 - 64.4 Uses stats: 100% Mag, 70% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +22.0% Capacity: 18 On weapon hit: * 20% chance to corrode armour * Random elemental explosion * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +4 acid / +4 blight / +16 nature / +8 arcane / +33 physical Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1144 alchemist agate 1144 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gilurathad the Daybrace (dig speed 31 turns) Gilurathad the Daybrace (dig speed 31 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Fatigue: -5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 12 fire Changes stats: +5 Str Changes resistances: +11% nature Changes resistances penetration: +5% light Changes damage: +6% nature / +3% light Light radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when 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. |
iron pickaxe 'Earthbore' (dig speed 8 turns) iron pickaxe 'Earthbore' (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 16 arcane / 4 nature Changes stats: +1 Str Changes damage: +3% nature / +3% arcane Maximum life: +46.00 Maximum stamina: +33.00 Spellpower: +6 (+1 eff.) Lowers spell cool-downs by: 10% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Duvyharafast DuvyharafastPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight / 13 fire / 4 mind Changes stats: +4 Mag Changes resistances: +6% fire / +6% cold / +6% mind / +6% temporal Spellpower: +6 (+1 eff.) Light radius: +4 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Glorita the Oakwalker Glorita the OakwalkerPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +19 Effects on melee hit: * Slows global speed by 15% * 10% chance to disease Damage when hit (Melee): 8 blight / 12 nature / 16 lightning Changes resistances: +10% light / +10% darkness Changes resistances penetration: +14% all Changes damage: +9% blight / +10% darkness / +11% light Damage affinity(heal): +5% darkness / +5% light Mental save: +9 (+3 eff.) Light radius: +8 Infravision radius: +4 See stealth: +14 See invisible: +11 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 60.37 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
scorching alchemist's lamp of corpselight scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +8% blight / +7% fire / +5% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 27 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 243/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glintgasher [power 73] (1/21 cooldown) Glintgasher [power 73] (1/21 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% light / +6% temporal Changes resistances penetration: +15% arcane Talent cooldown: Void Blast (+12 turn) Talents granted: +7 Void Blast +7 Volcano Light radius: +3 It can be used to disarm traps (73 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xanosedhena the ash wand of conjuration [power 433] (1/29 cooldown) Xanosedhena the ash wand of conjuration [power 433] (1/29 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% acid / +15% temporal Changes resistances penetration: +10% acid Changes damage: +3% acid Maximum vim: +7.00 It can be used to fire a bolt of a random element with (base) damage 216 to 433, putting all charms on cooldown for 29 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon 13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By When the Ogre Temporal Warden level 41
33rd Dusk 122nd year of Ascendancy at 04:19 see stats
By When the Ogre Temporal Warden level 42
42nd Dusk 122nd year of Ascendancy at 13:44 see stats
By When the Ogre Temporal Warden level 41
33rd Dusk 122nd year of Ascendancy at 04:14 see stats
By When the Ogre Temporal Warden level 18
3rd Flare 122nd year of Ascendancy at 03:10 see stats
By When the Ogre Temporal Warden level 10
1st Mirth 122nd year of Ascendancy at 23:05 see stats
By When the Ogre Temporal Warden level 20
1st Dusk 122nd year of Ascendancy at 09:53 see stats
By When the Ogre Temporal Warden level 30
17th Dusk 122nd year of Ascendancy at 04:26 see stats
By When the Ogre Temporal Warden level 40
19th Dusk 122nd year of Ascendancy at 00:26 see stats
By When the Ogre Temporal Warden level 35
17th Dusk 122nd year of Ascendancy at 23:30 see stats
By When the Ogre Temporal Warden level 35
17th Dusk 122nd year of Ascendancy at 23:30 see stats
By When the Ogre Temporal Warden level 41
39th Dusk 122nd year of Ascendancy at 15:17 see stats
By When the Ogre Temporal Warden level 38
18th Dusk 122nd year of Ascendancy at 12:33 see stats
By When the Ogre Temporal Warden level 41
38th Dusk 122nd year of Ascendancy at 15:46 see stats
By When the Ogre Temporal Warden level 20
4th Dusk 122nd year of Ascendancy at 08:14 see stats
By When the Ogre Temporal Warden level 20
1st Dusk 122nd year of Ascendancy at 13:08 see stats
By When the Ogre Temporal Warden level 18
3rd Flare 122nd year of Ascendancy at 18:51 see stats
By When the Ogre Temporal Warden level 9
78th Pyre 122nd year of Ascendancy at 08:12 see stats
Log
You gain 9.15 gold from the transmogrification of balanced dwarven-steel battleaxe of evisceration (29.5-44.25 power, 2 apr).
You gain 1.06 gold from the transmogrification of acidic iron battleaxe (14-21 power, 1 apr).
You gain 25.00 gold from the transmogrification of Bethibeth (35-52.5 power, 2 apr).
You gain 21.89 gold from the transmogrification of Armunarileg the Fireraze (58-87 power, 3 apr).
You gain 25.00 gold from the transmogrification of Elidhekira the gold ring.
You gain 6.83 gold from the transmogrification of starlit steel amulet of healing.
You gain 4.47 gold from the transmogrification of insulating copper amulet of teleportation.
You gain 2.22 gold from the transmogrification of vision rune of the duelist (radius 8; dur 19; see dragon).
You gain 1.69 gold from the transmogrification of vision rune (radius 11; dur 18; see humanoid).
You gain 1.09 gold from the transmogrification of teleportation rune of the warrior (range 155).
You gain 1.08 gold from the transmogrification of teleportation rune of the sneak (range 171).
You gain 2.35 gold from the transmogrification of phase door rune of the duelist (range 14; power 37; dur 5).
You gain 2.08 gold from the transmogrification of heat beam rune of the duelist (289 fire damage).
You gain 1.92 gold from the transmogrification of biting gale rune of the warrior (175 cold damage; 63 apply power).
You gain 1.79 gold from the transmogrification of biting gale rune of the duelist (141 cold damage; 61 apply power).
You gain 2.14 gold from the transmogrification of acid wave rune of the sneak (246 acid damage; dur 5; apply 70).
You gain 1.74 gold from the transmogrification of acid wave rune (127 acid damage; dur 5; apply 21).
You gain 1.41 gold from the transmogrification of acid wave rune (60 acid damage; dur 5; apply 21).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 26%; cure physical).
You gain 1.19 gold from the transmogrification of regeneration infusion (heal 233 over 5 turns).
You gain 2.32 gold from the transmogrification of movement infusion of the titan (680% speed; 6 turns).
You gain 2.26 gold from the transmogrification of movement infusion of the duelist (633% speed; 5 turns).
You gain 1.76 gold from the transmogrification of movement infusion (327% speed; 5 turns).
You gain 2.35 gold from the transmogrification of insidious poison infusion of the titan (49 nature damage, 45% healing reduction).
You gain 1.06 gold from the transmogrification of healing infusion of the warrior (heal 245).
You gain 1.09 gold from the transmogrification of healing infusion of the warrior (heal 256).
You gain 0.66 gold from the transmogrification of healing infusion (heal 56).
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
When deactivates Weapon Folding.